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Messages - IchoTolot

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91
Finally, not the place for it, but I think you would like Armani's Xmas 2021 pack as well. As I was one of the pre-testers, I can definitely recommend it. It was a pack that I recommended to Swerdis to play through, which he did and was able to solve all of it from several months ago :thumbsup: It isn't anywhere near as hard like Uncharted, but it's still quite tough in many places and is definitely of excellent quality, after taking my suggestions onboard to make some levels better in terms of execution, for example ;) It's also a lot shorter, at 31 levels, but again it's no complete pushover. Maybe it'll be better for the end of the year, for the holidays, but well, no one says you can't play a Christmas pack at any other time of the year :P

It's on the list, but first a breather, then the current contest levels and after that I will give it a shot. ;)

92
Now since the whole pack is fallen, I will see if I can make some kinds of creator's commentary series. Commentary video series would be ideal but if my lack of English skill strikes back, I may instead consider simple posts on forum about thought process while I was making levels, some random fun facts about titles&level themselves, my level making process in general etc...
We will see...:laugh:

I would love to watch it! ;)
Give it a try!

Anyway, I can say this was the hardest pack to solve for me so far and I am very glad I finally finished it. Especially Aquarius 6 and 17 were the biggest roadblocks!
I will probably start uploading my solutions after I am done uploading Unusual Lemmings.

This pack definitely is an amazing one and ranks among my all time favorites! :thumbsup:

93
Level Design / Re: Best way avoid make backroutes?
« on: July 29, 2023, 02:04:05 PM »
Planning and testing would be my tipp:

Start avoiding them starting in the initial level creation phase.

- Try to envision how ths skills you provide can accidentally open other routes and test that out yourself. If backroutes occur fix it or even change your initial level plan/layout. Sometimes a thing just is not possible without making an unwanted thing possible and changing up the level becomes the better option.
- Some skills tend to open more backroutes than other (stoners, jumpers,...). try to be very careful with those and think about alternative routes they could open up and also that you can maybe include a more restrictive skill instead in a pinch.
- Closing in on the final level try to intentionally solve the level in a different way and bash your head against it a few times. Your own solving skills can help you find quite a few backroutes and I had many instances where I broke my own stuff multiple times and came up with fixes before public testing/release.

In general do not tunnel vision on your intended solution and focus on alternative routes when testing!

Of course backroutes are inevitable in the end and there is no way on earth you will catch everything!

94
Closed / Re: Neolemmings replay bug
« on: July 26, 2023, 12:29:16 PM »
Moved this topic to the correct board. :)

96
Level Design / Re: What makes a good level
« on: July 25, 2023, 04:56:48 PM »
My golden rules and tipps would be (I am from the NeoLemmix crowd):

- No hiding stuff from players!
- Avoid too much brainless repetition (for example long builderfests).
- Even if designing for NL avoid too many very precise assignments. At some point it is just fiddly and not fun to play.
- Make the level as big as your idea needs to be but not way bigger (so that most of the time is spent watching lems walk).
- Avoid unnessesary time limits.
- Presentation matters! It should look good as well!
- Avboid confusing color combinations and too much One-Way-Wall clutter. It should look clear to the player!
- Focus on one or a few central ideas for your level/solution can be a good start, but an open ended level can also result in great stuff!
- A good level can be of any difficulty!

I would walways advise: Play a few custom levels! You can get quite a bit of inspiration that way!

97
LOTY 2022 has finally ended and the winners are (as we got a tie):

Armani's "Insert Coin, Choose Lemming"

and


IchoTolot's "Oil Processing Plant"

Congratulations to Armani and myself I assume :P! I will contact you soon regarding the price of 10 USD.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Third place goes to: IchoTolot's "May The Guides Bless My Journey!"

See you soon in LOTY 2023!

98
Final round is up! :)

99
I think for this behavior "level possibilities/cases" can mostly be left out as it is only a turn and we got tons of way to achieve that already.

So I would go purely by "does this behavior make sense for players" and "does it make sense in terms of engine logic".

From my logic and expectation, even after trying out the exp versions, a "skill remover" removes the skill - and therefore the ability even if it is currently active - and should not do any more extra stuff like a turnaround.

Sliders and climbers are facing the wall and therefore should still face the wall after the ability got removed. Also, for simplicity sake here a turnaround like after the climber hitting its head is not needed as he would not climb it again at the bottom.

For the lovers of  "level possibilities/cases" I would still got this:
Maybe there is a hole at the bottom after the climb now and he gets to walk into a new tunnel.
It would also prevent sliders from sliding into a hole as the lemming is now falling on the outside again.

100
I will probably start my playthrough roughly around the weekend at the end of this months as I am quite busy before.

So there is still a bit of time to get some backroutes and fixes in before that! ;)

101
Next round is up! :)

102
Here are my solutions. :)

I also must admit that this time the focus lied on too many very fiddly or timing heavy stuff for my liking.

There were some really good ones like Hard 2 or Easy 3, but I really would advice to rely less on tight timings and fiddly shenanigans to create the difficulty.

Still a nice little pack though! :)

104
We've finally reached the final phase and got 7 levels as candidates for LOTY 2022!

We will vote them down from 7 to 3 to 2 to 1, ensured by tiebreakers if nessesary.


If you want to see the full list of nominated levels in non-randomized order, check the nominations list topic.
If you want to play these levels without having to dig up all the various level packs, check the playing phase topic which has a pack available for download that contains all the nominated levels.

Please remember that discussing the nominated levels is not allowed in the LOTY2022 topics now that voting has begun. This does not apply to levels that have already been eliminated at the time. Discussing them elsewhere in the site is okay, as long as it's not in the context of LOTY2022.

105
I already stated my opinion here, although it is not a hard stance.
I just simply would say a skill remover should only remove the skill and do not add any additional things like a turnaround. And we would have no point for a turn as no head is being hit here.
I can see the other way working out as well.

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