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Messages - IchoTolot

#3286
Quote from: Colorful Arty on May 15, 2016, 07:34:30 PM
Or make walking bombing an option, but not necessary. Timing the bombers is a skill lemmings players should have.

Alright rant mode activated :devil:

No option! This would be inconsistant and make everything even worse!

It's a skill noboy even should have to have in the first place! The puzzle solving skill of a Lemmings player is key and not this crap!
  What advantage does it bring other than restarts? 

You have to guess how far a Lemming walks in 5 secs insteat of precisely explode it at the exact frame you want. Just an unnessesary hassle which makes levels and the whole engine worse by a whole lot.
This has wasted a lot if not of the MOST solving time in my live :devil:

Another thing: Building/walking from the right against a wall seems to cause a too early turn, it is very/too dificult in SuperLemmini to build+bash through a wall from the right
#3287
Another thing for the list:

REMOVE TIMED BOMBERS !

Nobody needs those! They are just a hassle for the player!
#3288
And here are Chaotic + Insane

Insane:
Spoiler

Level 1: A nice looking + fun level :thumbsup:    Solution is not really "Insane" though

Level 2: And here is the miner trick :) A good looking level as well.     To save me the time I simply used your replay as I don't wanna spend a lot of tries to a solution I see right away.

Level 3: This was fun but very stressful to do in SuperLemmini.

Level 4: That gaps :devil:!  Wasted a few tries on a soltion which was destroyed by a little gap! If the gaps would be visible  ---> great level :)

Level 5: Awesome looking level :thumbsup:   But I have to agree with Nepster about the waiting involved here. If I just could press on the 10 secs forward skip ---- hint to Tsyu :8():

Level 6: Nice level :) bomber timing away, but make the grass thicker so that it is clear you cannot go through that!

Level 7: Invis terrain :devil::devil::devil:     How will I fix that splatfall when I have to use the builder elsewhere :devil:    Well just use the not seeable terrain! :devil::devil:

Level 8: This was quite nice :thumbsup:

Level 9: A bit precise, but I would still call it "doable" in SuperLemmini. Nice level :thumbsup:

Level 10: Well gotta build those bridges. This would be better in "Chaotic" or so.

Level 11: The timer is a bit tight but otherwise nice level :thumbsup:

Level 12: Nope, not doing this in SuperLemmini :8():  Next level. :devil:

Level 13: A nice introduction to the miner trick. :)

Level 14: This should be a backroute.

Level 15: Nice idea, but I am using your replay here as well. Won't spend X-replays on this.

Level 16: Cool level :thumbsup:   but maybe reduce the walking a bit.

Level 17: My favorite level so far :thumbsup::thumbsup::thumbsup::thumbsup: This was excellent!

Level 18: Could be a backroute, if it isn't it is quite easy.

Level 19: This was also excellent! Lokks awesome, not too precise (took me about 4 tries I think) :thumbsup:     And hey I'm on the wall 8-)

Level 20: I fought a HORRIBLE BOSS: The brutal HIDDEN EXIT :devil::devil::devil::devil::devil:
+ this is quite easy :P

Chaotic:
Spoiler

Level 1: Cool idea, but annoying to pull off.

Level 2: Ähm yes, place that blocker and go.

Level 3: This was exellent :thumbsup::thumbsup:

Level 4: The solution is quite nice, but it is not on my favorite list. Too much trying involved.

Level 5: Oh they turn in SuperLemmini :)  But otherwise a very easy level. Maybe move it a rank earlier.

Level 6: Do I really need to comment here :devil::devil::devil::devil:

Level 7: See contest

Level 8: That was a very nice introduction to that trick :thumbsup:

Level 9: It really stinks in SuperLemmini ---> I take your replay and move on :devil::devil:

Level 10: A really nice compression trick :thumbsup:

Level 11: Welp I dug through steel. Gotta fix those steel areas!

Level 12: This is way up my favorite list :thumbsup::thumbsup::thumbsup::thumbsup:

Level 13: Good level to introduce that trick.

Level 14: Get this in Hellish! Good level :thumbsup::thumbsup:, but waaay to hard here!

Level 15: Nope I am not doing all this and mostly just watch :devil::devil:  Half of the level size with a ramp to get to the top would have also done the trick.

Level 16: Good level :thumbsup:

Level 17: Also nice but a bit too easy :)

Level 18: Also cool level (a bit easy), but SuperLemmini made me again rage a little here :devil:

Level 19: This is another good one! :)

Level 20: Hidden exit again!! :devil::devil:  + this is harder than the next boss

So far Insane + Chaotic were mostly a lot more fun (sometimes even harder) than Hellish + Retro for me, but this could also be a part of how often I had to sit through replays ;P
#3289
Alright here is Retro :)

Spoiler

Level 1: Good and easy start :)

Level 2: This was actually the solution I mostly use on this level ;)

Level 3: Builders will help you here: Good level idea, even though it took some restarts.

Level 4: This is the hardest level in this rank in my opinion and it's a good one.

Level 5: Quite a few people have used this solution before, so I knew what was up ;)

Level 6: Well, nothing much has changed from the original here a more different solution would have been nice.

Level 7: Precision mining and SuperLemmini is not a good combination, but otherwise an alright level.

Level 8: Also alright, but not very special.

Level 9: A simple climber+bomber and it's already over.

Level 10: Again just a very slight variation of the original.

Level 11: The solution itself is good :), but BOMBER TIMING is not my favorite :devil:

Level 12: Well, nearly nothing has changed just missing the digging tools which arent 100% nessesary.

Level 13: WHY :(   I did it with RR 74 first so 1digger for 3Lems, but them the time was over ---> restart          As you notices most of the folks don't like WAFD :devil:

Level 14: "Just Dig" and you are nearly done.

Level 15: This is easier than the regular level, as the miner doesn't turn on steel here it leaves only the bomber for that part.

Level 16: Oh how I love me some Bomber timing ........ :devil:

Level 17: That one was good :). I used a similar solution in one of Reunions levels, just swapped that digger with a blocker.

Level 18: The blocker wall is new but apart from that nothing really extraordinary here.

Level 19: This was waaay to easy and I would swap this with "Only floaters can survive this"

Level 20: That's a glitch! :devil::devil:  Lemmings must not move through solid terrain! Glad I remembered this trick from the old standard Lemmix version! Saw only 1 destructive skill
                and thought right: Ok let's glitch through the wall again :devil:  like in the old days.      I would replace this level.

I felt no real difficulty here for most of the levels, but I assume I nearly saw EVERYTHING done with the original L1 levels by now over all the years.  They mostly bring nothing really new to the table anymore. Also it can be that I solved so much until now that all these old little tricks just fall right into my eyes.
+ some of them could differ a bit more from the original.

The DOS music is still awesome though :thumbsup:
#3290
Quote from: Tsyu on May 14, 2016, 07:09:19 PM

Quote from: IchoTolot on May 13, 2016, 04:12:48 PM
Level 15: After spending 15 mins trying to find any way to solve this, I gladfully thought of that BUG (yes this should be considered as a bug :devil:) behavior where a climber gets stuck in
                a basher/minertunnel....turned RR to 68 and level done.
I don't think I've encountered this before. Could you attach a replay demonstrating this?

Replay is already attached in the zip file. Level: DON'T TURN AROUND!
#3291
Quote from: Colorful Arty on May 14, 2016, 03:00:43 PM
While NeoLemmix (and to some Lix) are quite good, there are a few reasons I like SuperLemmini over them.

1. SuperLemmini has better graphics and more fluid animation.

2. SuperLemmini gets rid of glitches, but keeps quirky behavior, while NeoLemmix removes them both.

3. I find most NeoLemmix packs I have seen use entirely custom graphics. While that is cool, I prefer the original and ONML tilesets, as they seem better done and (in my opinion) have much more potential than the new ones. The new ones seem very monochrome. Again, no offense meant toward the new tilesets.

4. I find creating levelpacks is a LOT easier in SuperLemmini. (Mainly because I don't know how to make a NeoLemmix pack.

1.) Ok, personally Graphics don't matter to me. If I want graphics I play sth else.

2.) Flamethrower climb, climber miner tunnel, "Retro 20" == Glitch :8():    These are not quirky anymore...they are just unlogical. You can't climb through fire....Lemmings turn in a tunnel....Lemmings cannot walk through walls! These are basic rules which are violated!

3.) The old ones are still there. You just got more to choose from. + Lemmings 2  tilesets look even more awesome than the Lemmings 1 tilesets in my opinion :8():

4.) Lemmini/Superlemmini pack creation is a nightmare compared to NeoLemmix. Writing a huge text file + getting all the folders together is just a hazzle. In NL simply get the FlexiToolkit, give it all your levels+music+png-graphics(optional) and done! You got your pack! + you get a written tutorial on the NL homepage.
If you don't know the other way you can't simply say the old one is better :8():

And now the ONLY argument I would possibly need:  Frameskipping!  This alone accomplishes more than everything combined!

I don't want to waste hours of my life watching replays of what I just did over and over + I love levels with awesome, but often precise tricks. These require precision which SuperLemmini doesn't provide. I also like huge and hard levels which is made worse with replay watching as well.
The level is about the puzzle and not getting the execution right for hours!
I hated this back in my Lemmini days when I knew the solution right at the start but could not quickly execute it and get quickly on to the next level.


Alright enough SuperLemmini rant for now... will later sent more feedback replays :)

The far biggest criticism I have about the (really good :thumbsup:) pack so far is the engine :P  (Nepster pointed this out about my feedback in IRC as well)
Followed by sometimes the usage of glitches (I will continue to use that term!) + hidden traps (this can easily be fixed)     
#3292
That would make level 20 a lot better! :thumbsup:   Good call!    Will continue with the pack rating by rating over the days. :)
#3293
Ok level 20...........:devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil:

It is not easy to make me rage, as I sit through mostly everything, but at a certain point........Giga knows what I mean in ResidentGigaLems ;)    let's hide some mines, buttons, pick-up skills etc in the terrain! :devil:

Spoiler

The good thing: It looks awesome :thumbsup:

Alright but now I start:    I saw the size + obstickles + the skillset and thought about why am I doing this to myself this must have been like Nepster playing through some of the old lemmix levels, but at least old Lemmix has savestates, frameskipping etc now........... this would not be half has bad with just one savestate, but no all I have is just that replay with only one way too slow Fast Forward....

First part wasn't bad, crowd was contained, sent a climber out and started building to the top. Then I saw the trap icecles in the next thingy and though let's stay at the top till the steel....figured out that I have to fall down...bashed through... started to build again.......and i saw red:devil::devil::devil:    WHY WHY WHY WHY must there be a hiden trap/s and yes you can see tinnnny things at the edges, but I thought that they were just decoration!

......replay watching.......

ok now I go the bottom path there...at least I saw the bear trap.......bashed through get to the ice teeth and there it hit me again as I missed the assignment and couldn't fix the mistake as my rescue assignment got him while he was a jumper :devil::devil::devil::devil::devil::devil::devil:

......replay watching.......

Ok let's try the top path again....I use a basher stairbase to gain enough height for the zapper trap... got over the monster.....got onto the mouth of the next face.....................................
:devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil:
Why are there hidden traps again !!!!!!!!!!!!!!!!!!!!!!!!
There is no reason to put them there other than to piss off the player, laugh at him and make him watch the replay allllllll over again!

......replay watching.......    at this point I got some chips to bring me through the waiting time........

ok now bash through the eyes of the face and go over all possible traps there....... build over the two next gaps ... I saw that nearly hidden bubble zapper at the top route! ---> go down
annnnd figured out that the stomper  trigger area is a bit higher than I thought :devil:    (well but me to blame here)................

......replay watching.......

ok this time go under the stomper and to the near end part.....................that part........................you know what's up with this :devil::devil::devil::devil::devil::devil::devil::devil::devil::devil::devil:

Why must it be at the end and not the start? So that I can at least get this over with at the beginning and not the end ???

Tried to reach the other side with extreme builder stretching (a dream to do in SuperLemmini...not :devil:) and burned........ :devil:
Saw that I had to get another guy to go under and climb through the flamethrower again to seal this from both sides. :(

......replay watching.......      for about 5mins at this point :devil::devil:

ok the first guy goes under prepares the right edge while the other comes so that they can start ~ at the same time........ missed the right guy, but hey he can surly fall through the flamethrower when he can climb through it..............................................NOPE.EXE   :devil::devil::devil::devil::devil::devil:

......replay watching.......      furiosly eating chips

next try failed at the 3rd step as doing 2x extreme builder streching in SuperLemmini is stressful as hell :devil::devil:   I don't wanna stress, I want puzzles!!

......replay watching.......

failed again midway through :(

......replay watching.......

FINALLY GOT THE GAP SEALED!    Fiddle up my way at the right edge and notice that weird gap in the game area......let the crowd out    and finally I don't have to play that again! (at least in SuperLemmini)

and i think I even missed some replays here!

Again this is a good pack with awesome looking levels + music :thumbsup:, but this can be a ragefest in this engine :(   
I owe you to be honest here!
Sry for the rant and the hard words but I had to get this out of me! :8():
#3294
Alright finished the Hellish rating :)

Replays attached.

Some nice puzzles in there, but a lot of the fun was taken away when I had to watch ~ 1h or more of FF replays :devil:
The engine has it's limitations with precision and a lot of the stuff is A REALLY nice puzzle, but simply does not fit into the SuperLemmini engine.

I must say once more: There are very good levels here (and awesome music which partly would be troublesome on YT :)), but the engine locks away it's true potential.

Now some detailed feedback where I will mostly rant about SuperLemmini and BUG behaviors (I see me turning into Simon here :P) and about my slowly building rage which peeked at the last level :devil:


Childeren under 18 years please skip this post :XD:  *strong language*

Spoiler

Level 1:  This would be a very nice medium difficulty level, if it weren't for that flamethrower bug required in there and yes I call that 100% a bug as you should not be able to climb through a flamethrower!  Even more if you die fallng back down (discovered this in level 20) ! :devil::devil::devil::devil: It only came to my mind as I remembered you talking about it in of of your PimoLems videos and it saved me from trying a 1000 different things.

Level 2: I saw the trick here right from the start (digger + basher crossing), but ~ 20 tries later I said  screw this and used your replay. Without any features this is just a pain to execute.

Level 3: Nice trick again! Would again be a good level, if it weren't for the 10 retries it took to get this right (I expected even more to be honest)

Level 4: Well the -1 miner didn't have that much of an impact here in  my opinion. Just try to place that builder + miner right an you are fine. + Spend another 5mins of replay watching :devil:

Level 5: This was very good! Not very difficult, but good level nevertheless. Even that one bomber was correct in the 3rd try.

Level 6: What the heck are these climber mechanics in SuperLemmini! I sent a climber ahead and I ripped my hair out as he continues to climb through pipes......
              As I saw I had to take the crowed with me and reached the botton I thought: Why do I have 30 builders for this ???    Tried to bash.......and just thought WHY??? :devil:
              Why does this area where you have to build the upper basher row have to be this long :devil::devil:! A 5 builders long area would have done the trick here. I was impressed I made it
              in the 3rd try though. If zthe area would have been smaller it would have been an alright level.

Level 7: And my rage grew :devil:   80 climbers and diggers ..... even if i made it in the 2nd try this costs so much nerves to do in SuperLemmini :(

Level 8: This was a very nice puzzle! Solved it quickly and it doesnt took a lot of tries to execute :thumbsup:

Level 9: I wasn't a big fan of that trick in Dodo's pack, as I find it unlogical. Also it is precise in the execution. Just 3 or so places where you have to do it would have done the trick.

Level 10: Well this was a nightmare to execute. Again as I know the trick and saw the terrain the solution was there, but after raging after 10+ tries to get it right  :devil::devil:  I used your
                replay for the 2nd time to get the initial setup right.

Level 11: This was a very good level even if I don't like that jumping miner :thumbsup:

Level 12: First I had to get a closer look to forge my plan here and always came a destructive skill short. But than after another builder I placed at the start I found out that when you place it pixel
               perfect, you are able to gwet up that part using only 1 builder :lem-shocked:      Why not simply remove that diagonal thing there and remove the unnessesary precision.  Without that
               start that would be a very fun level actually :), it has more to offer than that start!

Level 13: This one is a genius level :thumbsup:  , buuuuuut landing on that hook without untimed bombers + framestepping is a nightmare to do here :devil:

Level 14: I may have backrouted this ???

Level 15: After spending 15 mins trying to find any way to solve this, I gladfully thought of that BUG (yes this should be considered as a bug :devil:) behavior where a climber gets stuck in
                a basher/minertunnel....turned RR to 68 and level done.

Level 16: This was a very nice level :thumbsup:  Not very difficult but very nice with not too much precision.

Level 17: Glad I remembered the magic box here as I saw just a few pixels lower would achieve me the victory. The steel could be a bit bigger to make it more visible. but again this may be my favorite level so far:thumbsup:

Level 18: I think I backrouted the crap out of this level 8-)    4 builders to spare...this can't be right.

Level 19: This one should be backrouted as well.

Again if the engine of your choice limits the speed and precision of excecution you should take this into account and design around that. That's one of the main reasons why I converted Reunion to NeoLemmix, as I thought after the creation that the engine was making it bad because of it's limits.

Level 20 deserves it's own post where I will tell you my story of pure anger playing through it :devil:   and this comers from a LOVER of huge levels!
#3295
Quote from: namida on May 12, 2016, 04:48:57 PM
QuoteI will again upload my whole folder, because of the switching around levels and fixing earlier ones which I did not backroute on top, I am not sure anymore which I had to replay again :P

Use the mass replay tester against your old folder! ;)

Well, I overwrote the old stuff  with the new :P   I am not keeping that amount of replays.
#3296
Quote from: Simon on May 12, 2016, 04:57:11 PM
Thanks.

Pure liking doesn't convince me, but I respect it. You've maintained these sets for long now, and have developed a feel for them.

-- Simon

From IRC:

Give me custom backgrounds and I will make them solid as then everyone is forced to have a purple background and then purple = space and not black.

There is a reason for the background, but people keep ignoring it. After I get the custom backgrounds I can declare black as solid without hassitation.
#3297
Quote from: Simon on May 12, 2016, 04:28:15 PM
I applaud such a quick reaction, and the more different tiles, the merrier.

But haven't understood the issue. At least 4 people have not expected the window as solid. Even with set v1.5, Level designers can still use the windowed tile, and get unexpected holes. Adding more tiles is not a fix.

"Would affect replays" seems to be a weak counter-argument here: You have fixed updraft trigger areas, even though they affect physics.  Nothing relies on the unexpected hole in the medieval window, therefore I estimate a similarly miniscule chance of replay breakage.

Why not fix the tile? E.g., by my making the window dark-brown or dark-grey?

-- Simon

I understand the issue, but I simply like the tile as it is now.

A window should not be solid I think.
There is also another tile with an rectangle shaped window and there the dark-grey would fill too many pixels side by side to look good.
I just added the other tile, because I noticed that there is currently not a towerpiece without a window. This was not intended to be a fix just an addition.

Also the updraft fix is very unlikely to affect anything existing negativly. Even a cross change would most likely notr break anything. I just think it looks better this way and when you want it to be pure solid, now you have a tile. ---> both sides have their tile now :)




#3298
Everything again solved except for   BH 14+ 21   ;P

I will again upload my whole folder, because of the switching around levels and fixing earlier ones which I did not backroute on top, I am not sure anymore which I had to replay again :P

When the fix list gets hopefully smaller with the next patches, I will switch up to upload only the levels I had to replay again (sry for now Nepster :laugh:)
#3299
1.5 update is out!

This fixes the little gaps between updrafts + adds a new medieval tower tile without a window, so you have a better selection to choose from.

The updrafts are also fixed for my Lemmini conversions in this new version:       https://www.dropbox.com/s/aiclh9kv6q0dbfa/Lemmini%20Conversion%20V%201.1.zip?dl=1


Sending this directly to namida as well, so that the auto update shoould also work  as soon as he uploads it on the NL homepage.
#3300
That was noticed before and I am quite surprised that this is still in there -----> I am taking the lead here and update my tilesets with out that gap! :8():

The outer Left and right pixel of the object isn't covered by the trigger area ----> will widen it up with these 2 missing pixels.
This shouldn't effect any levels, as insame precise glider precision or sth would be nessesary to make this matter in a negative way.