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Messages - IchoTolot

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1861
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: March 16, 2019, 10:52:49 AM »
More fixes for rank 4. V 2.1 is out! :)

The following levels have received a backroute fix:

- 4 13 (added a bomber pick-up skill and reduced the bomber count by 1)
- 4 22 (added some steel)
- 4 24 (added 3 stoner pick-up skills and reduced the stoner count by 3)
- 4 25 (the platforms are now thinner)
- 4 28 (added a OWW)
- 4 29 (added some steel)

The following level has received a tiny fix for a visual error:

- 4 11

Also a solution to 4 21 was found that saves 2 walkers and 2 diggers, but I decided to leave this one a bit open-ended so it's acceptable. Both solutions are very hard to find anyway. ;)

1862
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: March 15, 2019, 10:13:54 PM »
Some backroutes were eliminated, but not all. V 2.0 is out! ;)

The following levels have received a backroute fix:

- 4 13 (some terrain was added)
- 4 18 (-1 stacker and changed the solution to the backroute as it is simply more efficient)

1863
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: March 15, 2019, 05:31:05 PM »
V 1.9 is out! :)

The following levels have received a backroute fix:

- 4 11 (some terrain changes)
- 4 13 (added a OWW)
- 4 14 (-1 miner and some terrain changes)
- 4 17 (added a pick-up skill builder and therefore removed 1 builder)
- 4 18 (extra steel was added)

1864
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: March 13, 2019, 09:57:20 PM »
The fix train has reached the 4th rank. :) V 1.8 is out!

The following level has received a backroute fix:

- 4 06 (added a bit of steel)

1865
Round 3 is up! time to determine the 2 finalists! :)

1866
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: March 12, 2019, 11:01:47 PM »
Well, the last fix was not enough. ;P   So as a result 1.7 is out!

The following level has received a backroute fix:

- 3 37 (more terrain changes at the central wall)

1867
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: March 12, 2019, 09:14:17 PM »
More updates: V 1.6 is out! :)

The following level has received a backroute fix:

- 3 37 (moved the central wall up a bit)

Other than that the whole rank 1-3 spectrum has now been restested with intended/acceptable solutions. :)

1868
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: March 11, 2019, 08:22:18 AM »
V 1.51 is out due to a little problem with a staircase!

The following level has received a fix:

- 3 20 (a staircase was fixed, level was still solvable though)

1869
Maybe I'm complaining too much, but in the last round, 2 levels got 5 votes each and 4 got 4.  I expected the two with 5 votes to go through, with the four getting only 4 votes having the vote-off (with 3 going through).

The goal of this 1 mixed group is to get down to the 2 finalists. It doesn't matter if 1 level more or less gets thrown out in the stepping-stones to that.

Compare to LOTY 2017:

10 levels were in a group and the goal was to get down to 4. For the first elimination round I was flexible: 7 was the goal, but one more or less did not matter. The 4 was enforced.

Quote
If we get ties, there may be some tiebreakers to ensure only 4 levels out of each group advance to Phase 2. That says: 10/9 to 8 or 6 levels instead of 7 will be acceptable in the first rounds, but afterwards the 4 will be ensured by tiebreakers.

For the rules here it was the same: The surviving rate was enforced by tiebreakers. And now the bigger group gets widdled down to the finalists with the stepping stones (5 and 3 was planned) being flexible.

So here the rule is:

- Survival rates get enforced by tiebreakers.

- Finalists get enforced by tiebreakers.

- Stepping stones are flexible.

1870
The next round is up. :)

1871
Why is it needed to vote for each rule separately?
Actually you can have an advantage when you're in a rule with a higher survival rate than the others, which doesn't seem to be justified.
Why not make one big mixed round with all the levels and then best 5 levels or so go in the next round?

A while ago, I submitted a level for a rule that had only one other submission, and both levels pretty much got an automatic pass into the next round. It is a little unfair, but I'm not sure what the alternative is. Trying to put the survival rate above 66% or so is about as fair as possible for everyone, unless it's changed so each rule is judged separately and there's no mixed group, but I don't think that will go down well and the competition will return to just a single rule per contest.

I set the survival rates for the rules as close together as possible while also trying to result in a reasonable sized mixed group, so no big advantage spawns from this. This was the very first thing I minimized when taking over the contests! It could be that before my time there was a more unfair rate though.

Under me the highest diffrence in survival rates was/is 16,666666 %:

Biggest differences I had:

This contest: 50%-66,666666%.
Contest 15:  33%-37%
Contest 14:  50%-66,66666%
Contest 13:  40%-50%

1 big mixed round would be a bad thing. Large groups tend to deliver inaccurate results with the current voting poll way. The results from smaller groups are more accurate with polls as putting 1 level angainst 1 other is the clearest stand-off.
For very large groups a complete different voting scheme would be needed without polls, where the users not just vote for a few favorites from a selection, but deliver a complete ranking of all levels from "most favorite" to "least favorite".
The result would be a median of all rankings sent in.
Only 1 round would be hold this way with an immidiate overall result.
But I must say I don't really like this kind of voting.

I want to make the groups rather smaller than larger in general as a result.

Although I could distribute the levels from all rules together in ~3 groups, with near identical size. Mixing itself is no problem.


All in all I decided that after this contest's voting I will make a poll for 2 things:

1.) Shorten voting time from 3 to 2 days.

2.) Distributing all levels from all rules over a set number of groups with ~ the same size for the voting phase, so rules can get mixed. And survival rates are very colse together or identical, the rates themself will also depend on the number of entries.

1872
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: March 10, 2019, 09:51:44 AM »
And in quick succession: V 1.5 is out! ;P

The following levels have received a backroute fix:

- 3 15 (added a bit of terrain)
- 3 20 (a steel block has been added)

1873
NeoLemmix Levels / Re: [NeoLemmix] Lemmings United
« on: March 09, 2019, 09:46:51 PM »
V 1.4 is out! :)

The following level has received a backroute fix:

- 3 05 (added a clam and locked the RR)

1874
Here's some levels from my not-used-in-Lemmings-Plus-levels collection that might be useful from various sources - contest submissions, pre-Lemmings Plus packs, and a few levels I specifically made for NLC.

I also further have some levels that were in Lemmings Plus packs but were later removed (either to replace with a different level, or some still-viable levels from packs that as a whole were mostly non-viable with newer NL versions - including in some cases, non-viable levels that I made new levels out of). I want to keep a few of these on hand, in case of further need to replace levels in older packs due to NL updates, but I probably have more of them saved up than I actually need so will look through them and submit some at a later point.

Replays and needed style files are included. Only one of these levels (a special graphics level) has custom music, the music is included. I'll probably resubmit Crystal Light later with the lemming count reduced, it doesn't need 100 lemmings but it was created before the preference for lower lemming counts was established.

Replays and level files seem to be ok, but it seems you made a mistake in terms of styles and music.

The music folder only contains a terrain folder with various special graphics and the styles folder also just a terrain folder with 1 png.

1875
Hey, I didn't realise I uploaded some of my levels onto the pack. I've just re-downloaded them today; however they need to be reformatted. Is there a link to help me convert these levels into the new nxlv format? I can't find it.

I suspect you already have a new format NL editor+player.

Simply load the .lvl files with the new editor (you will have to set the file search to .lvl opontrying to find the files) -- then save them again and they will be in the new format as the new editor can only save in the new format.

F12 will start the playtest mode so you you can test your levels and make a solution replay (hotkey U inside the player).

I don't currently have access to my files for the two Precarious Construction levels, but if you can provide the raw level files, I will attempt to convert them and re-solve them.

I attached the 2 levels in the old format.

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