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Messages - bsmith

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46
This is my one builder solution for It's The Price You Have To Pay.  A slight variation solves Nessy's variation.

47
Version 2 update of my level.

Skillset tightened, notably no more walker available.  Also terrain changes and other adjustments.

48
I fully support option A using the results of the poll and keeping the pack at 150 levels.

49
Attached I have a slightly modified version of Five Alive.  All that was done is move one of the steel plates down a few pixels.  This seems to enforce the solution using all the skills available.

The right version is now attached.

50
Finally got some time to look at the new ordering for Rank 1 and 2.  Rank 1 looks solid.  I don't think that Pop Your Top is a good rank 2 opener.   I would swap it with Spot Of Bother (currently #8).

A Towering Problem can be made to enforce what I think is the intended solution by making a few changes: Save 26/30; RR=60; skillset=4,1,4,1,1,0,0,0.

Five Alive seems really weak now.  If we do want to replace a level I would replace this with Have A Nice Day mentioned earlier.

51
NeoLemmix Main / Re: NeoLemmix New Feature Poll - Vote Now!
« on: September 13, 2017, 03:30:23 PM »
If wraparound is implemented it must have a continuous scroll like in Revolution.  If continuous scrolling is going to be too much work to implement then we are better off not adding wraparound.

52
I'm a bit surprised that the discussion about radiation/slowfreeze took several pages.  My thoughts are that these two 'traps' are the most fiddly things currently in Neolemmix. I have yet to see a level that uses either of these that did not annoy me.  They also go against an aesthetic of action happening at the point of the trigger/skill assignment.  So I say throw them both out.

It looks like we are keeping disarmers, which I support.

I am leaning towards removing splat pads and anti-splat pads, especially when updrafts exist.  Updrafts seem to make more sense than the anti-splat pad, somehow.

53
NeoLemmix Main / Re: Where are the Original Lemmings 2 Player levels?
« on: August 19, 2017, 04:10:08 AM »
I made this variation of 'May the craftiest player win' a while back.  Not sure how it compares Proxima's level as I don't play Lix.

54
Lemmings Main / Re: We all fall down
« on: July 15, 2017, 02:02:24 AM »
As mobius stated, the first Windows release of Lemmings had a higher splat height.  I remember this because that version of lemmings was my introduction to the game.  Specifically, that version had the splat height set three pixels more than standard: 66 pixels instead of 63 pixels.  That made We All Fall Down completely trivial.  I initially thought that was intended and that those four levels were 'intermissions' from the gameplay.

55
The current ordering has a lot of room for improvement.  The first and last ranks are the only ones where I am comfortable saying most of the levels in that rank should stay in that rank.  The intermediate ranks are a lot more fluid with difficulty.  I tried to incorporate peoples' early statements about how difficult they found the levels; but I found that over half of the levels which are in the pack were judged to be a medium difficulty.  Most of the easy stuff found its way into Gentle or early Quirky.  Most of the hard stuff got put directly into Lunatic.  I split up the stuff in the middle more on a whim than anything as I think the difficulty is fairly flat across the center third of the pack.

As for the order within each rank, the biggest influence on level ordering was the graphic styles, trying to avoid clusters of the same style; Gentle is an exception as the main influence there was having X-of-everything skillcounts decrease as you progress through the rank. Other than that I put the special graphic levels + Sega 4 as the midpoint of each rank and tried to pick a level I thought would make a good rank finale. (On this note I think Triple Trouble may be better as the Manic finale rather than having it in Lunatic.)

A side note, I am warming up to the rank names Gentle, Quirky, Zany, Manic, Lunatic since I have been mentally appending "Lemmings" behind each rank name.

56
Your bomber removal list is very similar to mine.  I am satisfied with most of the changes you implemented.  I would also remove the bomber from There's Madness in the Method.  I have a no-floater solution for The Needs of the Many that uses extra bombers and lemmings, so I do not want to see that level changed.

Since you mentioned The Great Lemming Caper, I have multiple distinct solutions for that level and two of them use a blocker.

57
Closed / Re: Remove duplication of RR-values [SUGGESTION] [PLAYER]
« on: June 13, 2017, 06:32:20 PM »
I am already used to setting odd numbers for release rates so I am most comfortable with option 2.

58
I attached a modified version of Compression Method where I made the horizontal steel thinner.  The destructible bricks only lose 5 pixels of height in this version.

59
I see one lemming count I would adjust.  Menacing currently has 25/40 but the other special graphic levels have 30/50 or 35/50.  I propose to change Menacing to 30/50.

There are several levels with bombers in excess of the amount of lemmings that can be lost.  I think we should remove these bombers (except for levels like X of everything or other pattern in the skill counts).

I don't like the terrain change in Compression Method.  It adds a digger pit backroute that is not possible in the original.  I think making the horizontal steel thinner as opposed to moving it up would be better.

Removing the traps from Worra Load of Old Blocks also adds a backroute buy building up to the steel on the right.  In this case I think the right way to fix the hidden traps is to change the type of trap to the grinder wheel trap rather than take them all out.

60
Closed / Re: [Suggestion][Editor]"Permanent Skill" only exits
« on: June 03, 2017, 04:06:31 PM »
I don't know if the skill-based exit is really a good thing.  On the other hand I can immediately see the level potential for limited-count exits.  Levels like Fun 23 would be notably different if a third of each group has to go to different exits.

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