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Messages - IchoTolot

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Let's just say that quite a few of the pros and cons are really biased. ;)

"No option for Timed Bombers"       This cannot really be categorized as it depens on the person if it's a pro or a con.

"The SUPERLEMMING level works at its intended speed!"   Again, this might be a con for some. :evil:

"Represents original-game nostalgia, keeping to just the original 8 skills and a familiar, execution-focused gameplay style"  The same thing here. :devil:

"Modelled after the Amiga version" This is only a pro if you actually like the amiga port. ;)

"Its focus on innovation rather than nostalgia can be off-putting for some"     When you state "for some" then why it's listed purely under con?

Advice:  Rather than making a pro and con list - simply make a neutral feature list. As a lot of points highly depend on the user if they are a pro or a con.

NeoLemmix Levels / Re: [NeoLemmix] PimoLems [Difficulty: Medium]
« on: December 20, 2020, 08:53:38 PM »
V 3.3 is out!

Backroute fix thanks to the replays of Shmolem:

- 3 05 (-10 climbers)

Site Discussion / Re: [SUG][NeoLemmix Level Packs] Difficulty Ratings
« on: December 20, 2020, 03:33:21 PM »
We already have a scale that is widely used: Easy - Medium - Hard - Extreme

So I don't think there is action needed in that regard. Maybe mods should be able to hand out/change ratings as sometimes creators misjudge their packs, but other than that the current system seems fine to me. It's just that some packs could need a re-evaluation.

I don't agree that viewing every pack from the POV of a beginner is a good thing here as most stuff would then simply fall in Hard or Extreme. The original games aren't really a good scale anymore on top of that.

Contests / Re: Level Design Contest #22
« on: December 20, 2020, 02:28:19 PM »
What about pre-placed climber, floater or blocker?

They are skill part of the original skills. So no to that. ;P

Contests / Re: Level Design Contest #22
« on: December 18, 2020, 10:47:06 PM »
Again, just as a reminder for rule 3.

Your zombies shall not just serve like a fire/water object in disguise. I want to see them being free or need to be set free so the movement part gets used! ;)

Other Projects / Re: Dumb Little Creatures ... why did it fail??
« on: December 18, 2020, 10:39:27 PM »
Hi there! :)

From taking a look at it from the description and pictures I will try to give some feedback. I will focus purely on the points that make the game less appealing to me! So sorry if I sound a bit harsh.

The Lemmings formular relies heavily on structured terrain in my opinion. Like you just know when terrain ends/starts. In 3D you get the problem of the 3rd dimention interfering with that structure. Lemmings 3D solved that by still having a clear block structure where in most cases you clearly see when they start/end and provide walkable terrain. Looking at your screenshots let's say I am not always so sure how the terrain behaves, how much space thereis left....etc.
Maybe a visible grid/box structure cold be advantageous for the game.

The name.
Let's just say "Dumb Little Creatures" doesn't sound that inviting for a game. ;) 
I think there is a better name in there where you maybe emphasize the character of your "lemmings".  It also could breathe more life into them.

Maybe a little bit realted related to 1.). I think your terrain tilesets look a bit too generic and out of the box (if that's the right word). And the pictures seem a bit lifeless to me.
Let's just say I find the artstyle not really doing it for me.
I don't demand top notch graphics here (hell I play low-rez lemmings), but compare your tilesets to the ones in Lemming 3D for example. They just feel more stylistic and interesing in my opinion.
In your game it looks for me a bit like grassland Nr.6464 if that makes sense.

These would be the first things that pop into my head on why the game maybe didn't had the success you envisioned for it. :)

Contests / Re: Level Design Contest #22
« on: December 18, 2020, 09:38:55 AM »
What's the stance on using steel in Rule 2?

Steel I count towards normal terrain and is allowed.

Contests / Re: Level Design Contest #22
« on: December 17, 2020, 08:03:40 PM »
None of the rules can be satisfied in Lix. The closest spiritual match is Traditionalist, but Lix doesn't load L1 tilesets.

For the R1 case I would then say that the tileset choice in Lix doesn't matter.

Contests / Re: Level Design Contest #22
« on: December 17, 2020, 07:01:07 PM »
For R1, would you say there should be a map size limit as well? More importantly, yes or no vertical scrolling?

No vertical scrolling in R1. Added that. Horizontal anything goes.

For R2, just to make sure the only classic objects allowed are an entrance and of course the locked exit? Or is it saying no entrance at all?

No entrance at all, as the hatch was an original object type -->  "This results on you having to rely on locked exits and pre-placed lemmings!"

The locked exit is not an original object type as the lock was added in NL.

Contests / Level Design Contest #22
« on: December 17, 2020, 02:39:32 PM »
Welcome to another contest of the Lemmingsforums! This time the three rules have been picked by myself for winning contest #21.

A few words to new participants and forum members: If you haven't entered before, I strongly encourage you to try - even if you don't win, it's fun to participate; and we have had cases where first-time entrants have won before! There are three choices of rules given, you may enter one level for EACH one of the rules.
You may either use new format NeoLemmix, or Lix.
If you have more than one entry, they may (but do not have to) be for the same engine. Please make sure you tested your level for basic solvability before submitting and be sure to also submit any custom tileset you are using, so others have no problem playing your level. ;)

Pre contest testing: You can choose 1 person who does a bit of pre-testing for you, so that the biggest backroutes and screw-ups of your levels can be detected before the playing phase. I cannot control this so it's only a guideline, but still I would prefer not everyone knows every level before the playing phase starts. ;)

Here are the rules on how the submission deadlines work:
- Initial submission phase deadline will extend such that it's 72 hours from the time of the last submission, up to the 5th submission (inclusive). After this it no longer changes no matter what.
- Update phase deadline will not extend over the initial dead line!
- Even if you missed the cutoff date for the initial submission phase, late entries are accepted until the update phase ends. There is no penalty for a late entry, beyond that people are less likely to spend as much time on the level before voting begins.

And here is the new ruleset:

Rule 1: The Traditionalist

Create a level only using a single original/oh-no tileset. --> No tileset mixing and no VGASPECs!

You can only use the original 8 skills from Lemmings 1 and only original object types: Hatch, Exit, endless trap, fire, water, left/right OWWs.

Also, no locked RR other than 99 and no RR under 50!

No vertical scrolling allowed!

That means no pick-up skills for backroute fixing as well!

The only exception: You are free to have unlimited time. ;)

Rule 2: The Innovator

Create a level using a custom tileset or tilesets that was/were not based on or used in Lemmings 1,2 or 3! Also, no VGASPECs!

You must not use any of the 8 original skills or objects! This results on you having to rely on locked exits and pre-placed lemmings! (hatch/exit limiter is not enough here!) Also no water, fire, endless traps and left/right OWWs. Even if you plan only using them for decoration. ;)

The RR can be set freely as you want.

Fixes shall not violate these rules!

The only exception: You are free to have a time limit. ;)

Rule 3: Triple Trouble

Create a level that uses all 3 types of lemmings: Lemmings, Neutrals and Zombies!

All 3 types must be used in a meaningful way to the intended solution. ---> I won't let a level slide that just fills a water pit with zombies instead and calls it a day or closes them in a cave outside of the real level. ;)

Basically the zombies shall not be used like a static fire/water object that just needs to be avoided. Again, your zombies shall not just serve like a fire/water object in disguise. I want to see them being free or need to be set free so the movement part gets used!

Submission phase ends Februrary 7th 2021 at 00:00 UTC.

Ruleset in detail again:

Send me a personal message with your level/s and if needed tileset/s to participate. It would also be nice to also tell me the rule which each level satisfies.

Please use the following naming format:  User1_Levelname_R3V1.lvl ---> Level "Levelname" by User1   for Rule 3   Version 1 of the level

Prize selection:
- US $5.00
- One month's advertising on the forums news ticker
- Pick next contest's rules

Entries so far: 15

- rtw (3)
- The Tomato Watcher (1)
- ericderkovits (3)
- Armani (3)
- Crane (1)
- WillLem (1)
- Gronkling (1)
- Dullstar (1)
- IchoTolot (1)

NeoLemmix Main / Re: [POLL] Do you use high-resolution mode in NeoLemmix?
« on: December 17, 2020, 12:01:05 PM »
I think it's pretty clear where people stand on this. I'm amazed the option ever got implemented.

I think you are addressing the wrong demographic with your poll.

Most people actively posting/discussing here do not really care about resolution/graphics and prefer to clearly see every pixel. High res is more like "nice to have, but I don't really care" to them.

Under newer users who don't actively post here and especially those peeking over from Lemmini, I see this option being used more. Also those, who tend to stick to more casual/ewasy levels. Users who actually care a bit more a bit about graphics in Lemmings (even if they are quite rare) are also addressed.

Why did this got implemented?

You provided many of the nessesary graphics yourself, the option does not interrupt the status-quo and there was definitly potential for it being used by incoming "Lemmini crowds".

It's nice to have even if it's not essential to the harcore core crowd. And again, you provided a good part of the work here! ;)

V 4.7 is out!

Backroute fix thanks to Pieuw's replays:

- 3 21 (Removed some terrain)

All your solutions for the thirs rank were either intended or acceptable alternatives. The ones where you saved a few skills were close enough for me. ;)  3 20 is a little bit backrouty though.

Sometimes you made it a bit messier than it needs to be though - 3 22 for example.

Let's say quite a few levels here have "leftover" skills or different ways to solve them. Sometimes there are also design decisions in there that I wouldn't do again if I would make the pack from scratch again. ;)

NeoLemmix Levels / Re: [NeoLemmix] DoveLems [Difficulty: Easy-Medium]
« on: December 15, 2020, 02:21:43 PM »
V 3.5 is out!

Backroute fixes thanks to a bunch of SYCLW replays:

- 1 20 (-1 builder, -1 blocker)

NeoLemmix Levels / Re: [NeoLemmix] PimoLems [Difficulty: Medium]
« on: December 14, 2020, 05:27:37 PM »
V 3.2 is out!

With a ton of backroute fixes thanks to Challenge replays and Swerdis:

- 1 14 (extended the OWWs)

- 2 01 (Parts of the glass sides are now steel)
- 2 09 (Extended a trap, exits are now limited to 1 lemming)
- 2 11 (A bomber is now a pick-up skill)
- 2 12 (Added a OWW + ice blowers)
- 2 14 (some minor terrain changes)

- 3 03 (added steel)
- 3 04 (4 builders are now pick-ups)
- 3 08 (added steel, extended traps)
- 3 17 (added a 3 min timer + steel)
- 3 18 (added steel)

- 4 01 (added steel)
- 4 02 (added fire)
- 4 03 (added steel, removed a OWW)
- 4 04 (a digger is now a pick-up skill)
- 4 09 (added a trap)
- 4 11 (Moved the entire level to the edge and reduced level size)
- 4 13 (narrowed the gaps, 2 builders are now pick-ups)
- 4 15 (added steel, added OWW)
- 4 17 (added more traps)
- 4 18 (added steel and extrended traps)
- 4 19 (added trap)

- 5 02 (added steel)
- 5 12 (removed some chain terrain)
- 5 16 (added some terrain)
- 5 17 (added a OWW)
- 5 18 (added steel, added a trap)
- 5 20 (terrain changes, there are now 2 exits with save requirement-1 capacity)

- 6 05 (added steel)
- 6 10 (a builder is now a pick-up skill)
- 6 11 (added a OWW)
- 6 13 (some terrain changes)
- 6 14 (some terrain changes)
- 6 16 (added steel)
- 6 17 (a basher and a builder are now a pick-up skill)
- 6 18 (some terrain changes)
- 6 19 (added steel)

- 7 02 (2 builders are now pick-up skills)

- 8 10 (removed the blockers+bombers)
- 8 14 (added fire)
- 8 15 (the blockers are now pick-up skills)
- 8 16 (added steel)

Done. ;)

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