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Messages - kaywhyn

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1051
I have modified the OP to list all the LPs of packs I've completed, as well as make a list of my upcoming LPs. In this way, the links to all my LPs won't be scattered all over the topic. As it is, it's quite difficult to find them. I have also changed the topic title of the OP accordingly, since the original title no longer is relevant, since we're way past my first LP and I have done 7 in a very short amount of time. Still, recommendations of packs for me to LP are always welcomed :)

1052
Another pack to add to the "completed" list: Lemmings Plus 1. I first played the pack on Dos a few years ago. I solved the entire pack except for two levels which I know the solutions to but they're extremely difficult and nearly impossible to pull off on Dos. One of the levels got removed in V7, while the other one is still in the NL version. I finally solved the former as a rejected level in the first rank of namida's Recycle Bin pack. I might come back from time to time to try and solve the Dos version of both levels, but honestly I think I won't be successful because of how the execution for both is way too fiddly and very messy on Dos due to its shortcomings, in particular no framestepping, directional select, and cannot assign skills while paused.

Now, I have completely solved the entire pack on New Formats NL. It was nice to play through the pack again after a few years, as well as play and solve a lot of easy levels for once, after having played almost nothing but very hard levels for the past several months. I should definitely dial back and play some easier ones, as all the hard content has been wearing me out, both physically and mentally. As I think everyone is aware, I'm willing to play packs of any difficulty, but I can feel the effects of playing only hard levels taking its toll on me.

Modified the OP to add New Formats NL to the "completed" list. I already added the 148/150 Dos version to the completed list a long time ago, and I pretty much do consider this finished since again I know the solutions but I simply can't bother to try and execute it.

This is not incompatible with a maximum length; in the majority of my LPs (Lemmings and otherwise) I've usually recorded at least two, if not more, videos per session. This was especially frequent during my Grandia III and Hollow Knight LPs, where I'd often record as many as seven or eight videos in a row.

I don't think I can record that many videos at once. At least not without experiencing discomfort from having worn the headset for extended periods of time. Granted, the most levels I have solved in one video is an entire rank of 30 levels, but at the same time they were all solved in a reasonable amount of time thanks to the ability of time skipping. Definitely going to try and keep such videos under 50 minutes to an hour long, although I'm working on getting any LP video with any number of levels solved to reasonable lengths instead of making them so long :P Don't worry, I'm not offended if you don't watch all in one sitting, as I myself quickly lose interest in a video after some time.   

1053
NeoLemmix Levels / Re: Lemmings Plus Series
« on: December 15, 2020, 02:17:12 AM »
Lemmings Plus 1 all solved and completely LPed. Replays attached. I have already provided a link to my LP of the pack, but I'll go ahead and put it here as well, just so my replays and LP link are all in one place.

LP link: Kaywhyn's LP of namida's Lemmings Plus 1 New Formats NL Version. Glad to see and hear you're enjoying my LP :P The largest pack I have LPed thus far. And it took just 6 LPs ;)

Thanks for letting me know about overlooking easier solutions on some of the levels. I don't know what it is with me and my tendency of overcomplicating solutions when I don't mean to and want to keep them as simple as possible. Just a bad habit of mine apparently :P

Feedback/Thoughts on the Pack

As was true when I played it on Dos years ago, I enjoyed it very much, and this also holds true playing the NL version. Despite being your first pack, this is still a well-done pack. Then again, there have been various updates to some of the levels in the NL version, especially when it was converted to New Formats, so it definitely felt the pack has improved greatly since. In particular, I grew up with the Dos version of the game, and I like it a lot despite the quirks/glitches of various game mechanics on the port. I have mentioned there were two levels on Dos that I didn't solve not because of the solution (I knew the solution to both, I just couldn't bother with getting the execution right on Dos), but due to them being almost impossible to pull off successfully on Dos. They are the old Danger 21 and Psycho 16. The former was removed in V7 and gave you nothing but blockers and diggers in order to horizontally bash. I finally solved the level in your Recycle Bin pack, but it's so much easier to do in NL due to being able to assign skills while paused and directional select. The latter is still in the NL version, and what I suspect was the solution on Dos was indeed the case when I later played the level on NL. It's a very interesting solution of keeping a basher going on wonky terrain. I think you mentioned you knew of this mechanic when you were trying to minimize skills on The Art Gallery level.

As is probably well-known for anyone who has played the pack, the X-of-everything levels are definitely done to death here. Not a bad thing, since I loved them for the fact that they were nice breather levels after all the very hard levels that I have played in the last several months. Mind you, I was able to solve all the hard levels, some after a bit of struggling but after a lot of struggles for most, but for once it was nice to play a lot of very easy levels again after so long. All the hard levels I've played definitely wear me out, both physically and mentally. As you probably know, I don't mind difficult levels and am willing to take on packs of any difficulty, but I should keep myself in check and balance out level solving by playing some easier ones too. Just keep in mind that the puzzly difficult ones fit my style and challenge better :P Because of this, I will likely enjoy your other Plus and Omega packs far more, even if I end up struggling so much or in the worse case scenario I'm not able to solve some of the levels.

I have constantly remarked in my LP that I remember a lot of the levels being annoying to execute on Dos. It's not necessarily the fault of the level but simply due to the shortcomings of the Dos port. The most drastic is not being to assign skills while paused and no directional select. For the former, one must have extremely quick reflexes to unpause and mouse clicking. At the same time, there are some things that might make some levels easier on Dos. I think the time limit is one. I believe time runs slower on Dos than it does on NL, meaning the huge time crunchers are only slightly easier, but not by much. They're still very difficult, but the slower clock does make some difference, just not very dramatically.


Mild Rank Feedback

Not much to say here other than it was great to play very easy levels here due to being X-of-everything and being very open-ended. At least the challenges here were far more varied and not dull like the Tame rank of ONML. Definitely more on par with the Fun ranking. There were only a few levels that had only 1 skill, but those are very easy as well.


Wimpy Rank Feedback

Gets a bit difficult, but it's still a very easy rank. Lots of X-of-everything levels galore here too. There were only a few levels that had very restricted skillsets, but those weren't too hard either. Wimpy 27 - Ready, Aim, Fire! definitely reminds me of Painless 1 from Migration in that both have 3 diggers only. However, I saw the solution to this level much faster than in Nessy's pack. I think it's due to how it's easier to make out the path where it's more open, in contrast to Painless 1 where the level looks more cramped and hence it was harder to make out the correct path to take. Wimpy 29 - Russian Rescue was probably my favorite of all the very restricted skillset levels in the rank. Very nice puzzle and solution! :thumbsup:


Medi Rank Feedback

I honestly didn't remember that this third rank also had a lot of X-of-everything levels just like the previous two ranks from when I played the Dos version. It's definitely due to the passage of time since I played the Dos version. At the same time, these levels start to deviate by giving you the same amount of each skill while severely limiting the number of one skill. The levels aren't as open-ended either. Also it's not like I will remember every single detail, as much as I am a detail-oriented person.

Medi 6 - This Is... was probably my favorite of the rank, especially since it's extremely satisfying to beat the clock here. I love time limits in this game. Medi 8 - Take Us All Home... is another great level. The puzzle isn't difficult, as it's very obvious where the builders need to be used, but rather the challenge is figuring out how to get the crowd out without the builders, as well as saving the climber(s) from going out the left side. I also liked Medi 10 - Bob's Mistake a lot too. Excellent puzzle and solution! :thumbsup: Medi 15 - Shooting Star is a nice, challenging puzzle that involves figuring out the right timing in order to give the worker enough time to bridge the gap before anyone arrives too early. I remember it being a bit annoying on Dos, but it's quite satisfying once the solution does work out.

In the second half of the Medi rank, to start off I really like Medi 16 - Grounded!. Very satisfying to beat the 1 minute clock in a not so straightforward challenging puzzle. Getting the timing right can be difficult, but it's an awesome level when the solution does work out :thumbsup: Medi 20 - The Diving Board is another great level that I liked. It deviates from most other levels in that it involves

Spoiler (click to show/hide)

Medi 24 - Eye of the Lemming was another favorite of mine with a great solution. Medi 27 - Take a Dive is yet another favorite of mine. Great puzzle and solution. Finally, Medi 30 - Consider Everything... is a great level where the original level's title would now be very fitting, although there will still be some irony in it, as seen in my solution where I didn't quite go all the way. Then again, I think the time limit prevents it from working anyway.

As mentioned on Discord last night, Medi 2 and Medi 28 were ones you mentioned where I overlooked the easy solution. The funny thing is that now that you mentioned it, I think I remember solving Medi 2 in the way described in the spoiler below on Dos a long time ago. I don't quite remember, but I might had.

Spoiler (click to show/hide)

I say the hardest in the rank is probably Medi 26 - So that's the plan... despite being a 20 of everything level. It's a nice solution, but it can be difficult to work out getting across safely. Interestingly enough, I would say Medi 25 - Wall of Wisdom is a close second for hardest of the rank. For this level, the solution isn't difficult at all, the execution can be annoying and difficult. It's certainly easier than the original I Am A.T level though.


Danger Rank Feedback

Ok, now the X-of-everything levels are mostly done and finally over with. Now we get into the kinds of levels that fit my style and challenge better.

Some Danger Levels Feedback (click to show/hide)



Psycho Rank Feedback

Even more great puzzles here which I absolutely enjoyed. Solving time slows considerably here, and a level in this rank took me multiple videos while all the others took one video to solve. Not too happy about that, but then again all of the LPs I've done all had at least 1 level where I needed more than 1 video to solve.

Some Psycho Levels Feedback (click to show/hide)


Overall, I definitely enjoyed this pack all over again. I have now played it on two different engines, Dos and NL. The NL one for sure is many times better with the puzzly levels in the later ranks, especially with the not so good levels from Dos that ended up getting replaced. At the same time, the NL version has had many updates over the years, so it's definitely gotten better over time. For sure still pretty good for your first attempt at a pack. This pack definitely still holds up well today. I would say your Psycho rank is the strongest out of the others, with Danger being a close second, followed by Medi.

Now I'm definitely looking forward to the other Plus and Omega packs when I get to playing them and seeing how much they will challenge me, especially the Omega packs. 

1054
NeoLemmix Levels / Re: Lemmings Plus Series
« on: December 13, 2020, 06:43:11 AM »
@namida I just wanted to let you know that I started an LP of your LPI pack. Link is here: Kaywhyn's LP of namida's LPI pack

Yes, I'm well aware there are several LPs of this pack, and I know you did a creator's commentary video series on it :P Also, I first played the pack on Dos a long time ago. I solved all levels except for 2, where I know the solutions but they're almost impossible to pull off successfully on Dos. One of them that got removed in V7 was one that I solved in the first rank of your Recycle Bin pack,

Spoiler (click to show/hide)

while the other one is still in the NL version and is a repeat of Wimpy 1, found in the Psycho rank.

Enjoy! :P 

1055
O.o another pack to play through, after I get my planned LPs done :)

1056
Lemmings Main / I Now Have 100% Solved Gigalem's Holiday 2015 Pack
« on: December 12, 2020, 05:18:09 AM »
Another pack completed: Gigalem's Holiday 2015 pack. Added to the "completed" list in the OP.

1057
Levels for v10 or older / Re: Holiday GigaLems 2015 - First Complete Beta
« on: December 12, 2020, 05:16:16 AM »
Happy early Christmas, everyone! I have finished this pack, so my complete set of replays are attached. The first one is for very Old Formats NL, while the second set is the .nxp that namida made for the pack with FlexiTool. My v1.43 replays should work for the v1.52 of the pack as well. Again, these replays probably won't be of interest to anyone, but I'm doing this for historical reasons and for completeness, since my plan is to eventually post all my replays to the level pack topics for the ones I play. Note that the levels are the same in both, but the music is different. The v1.43 one plays Christmas music, while the FlexiTool one plays other music. Also, some of the sounds are different. For example, in the FlexiTool version, swimmers play the drowning sound when they hit water when they are swimmers, and the disarmer makes a clinking sound when disarming, instead of the sounds we are familiar with in the newest NL versions.

This is quite an excellent pack with the many great puzzles and some very nicely decorated on top of it! :thumbsup: I definitely can recommend giving this pack a go, although beware it starts off very easy and gets quite difficult as you progress. Even some of the very well-designed levels aren't easy, so don't be fooled into thinking those will be easy when they actually aren't. Not to mention that plenty of levels rely on extreme precision for the skill assignments, which seems to be something that Gigalem is quite fond of. I'm not sure if this still holds with his Millas packs, as I haven't played them yet.

Feedback on the Very Merry Rank

This is a very well-done first rank. Except for a few levels, the levels in this rank are very easy and quite open-ended. Don't get too comfortable, though, because the later levels get quite difficult, even for a relatively medium in length pack. I especially liked the last three levels of the rank. They were really good puzzles, although Very Merry 11 is the easiest one of the three. The last two get bonus points for being very well-decorated and very pleasing to the eye, especially Very Merry 12 for being a really great puzzle! :thumbsup:


Feedback on the Ba Humbug Rank

Things get slightly more difficult in this rank compared to the previous rank. Both Ba Humbug 1 and 12 are found in Gigalem's ghost pack. The former features ghosts, while the latter features the Superlemming gimmick. The hardest levels in the rank were Ba Humbug 4 - The first snow of Lemtropolis, Ba Humbug 6 - You need to have a good Strato-gy, and Ba Humbug 7 - SnowBall Wall-Fillers. 4 and 6 were difficult due to the extreme precision needed. 4 seems to refer to forum member Strato, although in what way I'm not sure. Or maybe it's just a play on words. This was also true with many levels in his ghost and zombie packs. Gigalem seems to be a fan of tight pixel precision. In 7, I kept running into problems in trying to formulate a solution in my mind and running out of skills, but ultimately I came up with a solution that spares a few skills.

My favorite levels of the rank were Ba Humbug 3 - A Naughty Trap and Ba Humbug 10 - A naughty level. Funny how my favorites happen to have the word "naughty" in the title. I didn't have to resort to highlighting a lemming for the former, though. Very nice compression level. The latter

Spoiler (click to show/hide)


Feedback on the Naughty Rank

A little more difficult in this rank, although all the easy ones seemed to have been at the end instead of at the beginning. Both Naughty 7 and 8 are levels from Gigalem's ghost pack. The former features the turn on assign gimmick, while the latter features the ghost gimmick obviously, as indicated by the title. The hardest level in the rank would probably have to be Naughty 1 - Digging Yourself out of the list. like Nepster said, this requires a lot of pixel precision with the diggers. It's a really nice level to start off the rank, but the extreme precision really ruins the level. Naughty 3 - Faking out, & Frozen Shut looks difficult, but it's really not. There's a lot of fake exits here, although I think it's more to how the trigger areas are buried, but I'm not sure. Naughty 9 - Breaking the ice! is somewhat difficult, although certainly the hardest entrance to deal with is the right entrance, which is a preassigned climber hatch. There's also some extreme pixel precision needed.

My favorite levels of the rank are Naughty 10 - Snowdin Town and Naughty 12 - Shakunestu Pyrotechnic Lemmings. The former gets bonus points for being extremely nicely decorated :thumbsup: It is a somewhat difficult level, but I think it's more due to the huge size of the level. There is one very extreme pixel precise assignment near the beginning, but other than that the rest have some leeway. The latter is easier than it looks despite the huge size of the level. I spotted the

Spoiler (click to show/hide)


Feedback on the Subzero Rank

This rank felt much easier than the previous 3 ranks. The only levels that were difficult when first playing them were Subzero 6 - Presents of eveyone (sic) in mined and The last place to stay warm. The former is difficult to figure out despite the hint in the title suggesting the way of miners to get up the level. It took me a very long time to figure out the stacker's use, but once I did figure it out the rest of the level was a bit easier. The latter is also a bit difficult to figure out, and there's also a lot of extreme precision needed. More than anything, the major drawback of the v1.43 NL player is how it's very difficult to select a particular lemming in a crowd, since that lemming isn't highlighted by changing color. The way around this is with the highlight right-click, but I almost never use it. The only other level that looks difficult but it's easier than it appears is Subzero 3 - The Meeting of Calinca Island.

Pretty much all the other levels in the rank I really liked.

Spoiler (click to show/hide)


Feedback on the Hypothermic Rank

A lot of the levels in this rank were quite difficult. It is the final rank of the pack, after all. Both Hypothermic 6 and 10 are levels found in Gigalem's ghost pack. This is also the only rank to have 13 levels, whereas the other ranks have 12 levels each, therefore the pack has 61 levels total. The hardest levels in the rank for me were Hypothermic 9 - Piping Cold! and Hypothermic 11 - The Journey of December 24th. I pretty much had the solutions almost all figured out for both. In the former, I kept having problems with saving enough, as I kept being 1 short. Then I came up with the fiddly solution in the replay, especially in the beginning with the RR fiddling. In the latter, for a long time

Spoiler (click to show/hide)

There's other things that make 11 difficult on top of being an already very hard level with a very difficult to figure out solution. There's good timing needed, and the builder to set up the miner, as well as the miner itself, are also quite precise. One final thing is that Gigalem seems to have gotten inspiration from Icho's Hurt Me Plenty rank finisher of Reunion for this level, especially since I later recognized the steel pit resembling the one Icho uses in his level.

There were plenty of levels in the rank that are easier than they appear. I felt this was the case with Hypothermic 2 - Lolipop'd, Hypothermic 3 - Lets make a chimney!, and Hypothermic 12 - The great sleigh launch!. The first one isn't difficult, but was a level that I kept running into the save requirement problem, as I kept being one short. Turns out

Spoiler (click to show/hide)

I thought Hypothermic 3 was going to be extremely fiddly due to the radiation, but it turns out to be much easier than I thought it would be. Very nice level. Finally, Hypothermic 12 is another level that can be difficult, but I think it's intimidating more than anything due to the very large level size. Perhaps another reason is due to how you're never sure if you're wasting or using any of the skills in the wrong place until it's too late, when you start seeing that you're a skill or two short in the end.

Hypothermic 8 - At least the switches still work seems to have been inspired from a Pimolems Hurricane level, as the start and most of the terrain is extremely similar to it. Too bad I seemed to have backrouted the level, though. I remember that level from Pimolems being one of the most difficult of the pack. Then again, I first played the pack on Lemmini.

Hypothermic 13 - Epilogue-New Years@Lemtropolis isn't anywhere near the hardest level of the pack despite being the final level of the pack. It's a very nice, somewhat easy level to finish off the pack, though! ;) The save requirement is quite lenient, although I suspect it's this low due to

Spoiler (click to show/hide)


Well done with this pack, although some of the levels would be better than they are now if you allow some leeway in the skill assignments. With this pack done, I will be looking at your 2016 Holiday pack soon! I'm wondering if that follow-up pack will offer me a much better challenge than this pack did. Don't get me wrong, this pack still challenged me in plenty of places, but I'm sure you mentioned that the 2016 pack is harder. If so, I'm looking forward to it and seeing how badly it can stump me.

1058
Oh, so I'm not the only one experiencing the long freeze main screen problem? What I find strange is that it's all of a sudden shown up when it was perfectly fine before. Thank you for looking into this. In the meantime, for anyone else who has this problem, disabling the update check setting is a temporary fix.

1059
No worries, WillLem. Take your time. I know you're a busy man. I'm just happy to hear that you're enjoying my LP of your pack. There's a reply to a video comment that I would like an answer to when you get to it, though ;)

1060
Levels for v10 or older / Re: [NeoLemmix] SubLems
« on: December 11, 2020, 01:15:28 AM »
Ok, I finished the NL Old Formats version of Sublems as well. Replays attached. Since a New Formats version of the pack exists, these replays probably won't be of much interest to anyone, but I'm simply posting my replays for historical purposes, as well as for completeness. I have plans to play every pack, even ones that have both an Old Formats and New Formats, and eventually post my replays to the level pack topic. I already gave feedback for every rank in the New Formats level pack topic, so I'm just going to mention the levels here that are different or the ones that aren't in the New Formats version.

Newbie Rank

All levels in this rank are the same as the New Formats version. The only differences are in the layouts of Newbie 1, Newbie 2, and Newbie 4. Newbie 1 has the exit at the top, while in New Formats the exit is at the bottom. Newbie 2 there's no large wall to climb. Newbie 4 both sides have open areas and the exit out in the open and therefore there's only 1 bomber instead of 3.


Sweet Rank

All levels are the same as in the New Formats version except for Sweet 4 and Sweet 12. Sweet 4 is not found in New Formats, while Sweet 12 has the same layout and title as the New Formats version, except there are some terrain differences: No OWW and no stairs going up near the end.


Scary Rank

All levels are the same as in the New Formats version except for Scary 6 and Scary 7. Scary 6 is just the entire level Lemmings in the Attic upside down, and New Formats doesn't support upside down objects, hence why it's not in it. Scary 7 is similar to a Scary level in the New Formats version except it's in the snow tileset, while the latter is in the marble tileset but the wall has OWA going downwards. Scary 11 is also in the New Formats version, but here it's in the pillar tileset, while the New Formats version is in the crystal tileset. Finally, Scary 17 is also found in the New Formats version, except the latter is in the Chaotic rank instead and is in the crystal tileset instead of the brick tileset.


Chaotic Rank

Same as the previous ranks, except for Chaotic 14, which isn't in the New Formats version. It can be difficult, but it's not that hard at all. There are several levels in this rank where the layout is different from the New Formats version. Chaotic 6 has a repeat in the New Formats version, except here the exit is much closer to the entrance instead of at the bottom right. Chaotic 16 is also found in the New Formats version, except the start uses the right half of the first version, while the right half here is completely new. This level is also found in the Superlemmini version. Chaotic 3's New Format version is found in the Scary rank instead. It can be difficult, but yes, I think the end of Scary is a better position for the level. Chaotic 9's New Format version is in the Insane rank, which I also feel is more appropriate, since it is more difficult than it appears. It's also the level I struggled with for a long time in my LP.


Insane Rank

Same as the previous ranks, except for Insane 7 and Insane 15, which aren't in the New Formats version. Both are found in the Superlemmini version. For the latter, in the Old Formats version there is a preplaced lemming. I tried to use the preplaced lemming initially, but I ended up not using it in my solution. Insane 14's New Formats version is in the Hellish rank, which I'm not sure I agree with, since I solved the level the exact same way as I did the New Formats version. It might be more difficult than it actually is, since I'm certain I backrouted it. Finally, Insane 17's New Formats version is also found in the Hellish rank, which I agree with because the level is quite difficult.


Hellish Rank

Same as the previous ranks, except for Hellish 7, Hellish 10, and Hellish 13, which aren't found in the New Formats version. Hellish 10 is like the precursor to a Artlems Lost Pieces level I played. I didn't have to rewind as much here as I did in the Lost Pieces version, but it's still annoying to do. Hellish 7 is a really nice level, while Hellish 13 I think I backrouted it since I don't think it's supposed to be that easy. Hellish 4's New Formats version is in the Insane rank instead, which I kind of agree with since it's not too hard, but it's not easy either. Hellish 5 is so much easier than the New Formats version, which I needed multiple videos before I finally solved and backrouted it. Also there are spaces in the bars, which definitely makes the New Formats version harder. Hellish 6 the the layout is the same as the New Formats version, except there are less grass walls in the steel area in the middle. Hellish 8 has platformers available, which the New Formats version doesn't, since that just uses the classic 8 skills. Hellish 11 is found in the New Formats version, but the layout is different. Here there's less entrances. Hellish 14 is also found in the New Formats version, but the bomber is not a pickup. I don't think pickups are available in Old Formats. This version seems harder, although I kind of cheesed the level. Finally, Hellish 16 has the same title as the New Formats version, but the layout is drastically different. This one is also found in Superlemmini.


Retro Rank 

The major difference is that the Old Formats NL version has the Retro rank, which is found in the Superlemmini version while the New Formats version doesn't have it. All levels except for Retro 16 are found in the SL version. It's just the level Lost Something? but the difference is that the hidden exit is located somewhere else.  There are also some differences. Retro 3 uses platformers instead of builders, Retro 6 has stackers, walkers, a fencer, and platformers, and finally Retro 14 uses NL skills only. The new solutions aren't that much more interesting for the most part, though the ones that are significantly different are Retro 10 and Retro 20. All other levels in the rank I'm pretty much already familiar with the variant solution of the original Lemmings/ONML level.


Definitely a much quicker solve due to some of the differences in the levels as well as how I didn't LP this, since I LPed the New Formats version. The New Formats version is definitely the better one, so if given the choice definitely play through that one instead of the Old Formats one, as more backroutes are present in it, though there's likely still some in the New Formats version as well. The difficulty curve is definitely better in the New Formats version. 

1061
@kaywhyn One thing I've noticed whilst watching your LPs is that you very rarely, if ever, use Clear Physics Mode.

In case you haven't noticed, the urge to resist using CPM is deliberate and intentional. I pretty much play the levels as they're originally intended in regards to, say, hidden traps or to see where the trigger is for hidden exits. I don't mind them on occasion, and certainly they're fun when they all of a sudden trigger out of nowhere when you least expect it, but I will mind if they're used too much in a row. I'm quite cognizant that I can use CPM for a quick check of potential problems (steel, non-steel, background, etc), but again my resisting to activate it is deliberate. More than anything, it's pretty much all about familiarizing myself with the tilesets. There's many tilesets that I have yet to play levels on, and therefore the surprises that catch me off-guard is simply due to that: I am not familiar with the objects/traps of the tileset since I've never seen what they look like in a particular tileset that deviates from the usual appearance of one. Your tilesets in which you made your Lemminas would be good examples of this. I did wonder after all whether that's an updraft, since it looks a little different from the usual. More time on a level also means more time to take it in and appreciate the design and possibly even the puzzle itself. How do you supposed I got through United despite that it took me an entire year to completely solve? By being willing to sit through and solve them and taking my time, even if it means getting stumped and stuck badly! :P

Quote
You use what I affectionately call the "picture puzzle method," which basically means that you tend to spend a lot of time with the level paused and formulate as much of the plan as you can before executing it. Nothing wrong with that, of course; all the best solvers use this technique, and CPM is a match made in heaven for it!

Truthfully, I hate how I have the game on pause a lot when I'm LPing. I figure that viewers want to see the action, not hear me talk planning out the solution while the game is paused for a long time. Then again, I mentioned that I don't want to bother with video editing, since I'm no good at it. Instead, what I can do is simply work on making my videos shorter. I admit that I have a problem in that if I'm building momentum by having long solving bursts where I solve several levels in a row, why stop? At the same time, I should probably try using a stopwatch/timer when I'm recording, since I generally don't pay attention to the time before I start recording.

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The "blinking unicorn" graphic (from Lemminas) is a good example of this (although, to be fair, since that graphic is animated, simply unpausing the level would tell you that it's an object! :P)

Yes, the blinking unicorn. Again, the best way to get around this is to simply put it "out of the way" where it won't interfere. In the same way I suspected the fairy was background, but most of the time you had it "out of the way" so that whether it's solid or background (it's the latter, as I found out in a level in the Pandemonium rank) was never an issue. Or, as you said, activate CPM to quickly confirm that it's background even though the blinking animation gives it away that it's background.  However, keep in mind there's a lot of inconsistency in regards to whether something is background or solid. The clouds are a good example. The clouds of the Highland tileset are solid, but the clouds of the Shadow and Beach tilesets are both non-solid even though there's no animation. Again, best thing to do in this case is to simply put them "out of the way."

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You're easily shaping up to be one of the best solvers on the forums, so maybe getting used to using CPM to speed up your game a bit would take you to that next level. I never thought I'd find myself promoting CPM, but... here we are! :lemcat:

Thanks for the kinds words, WillLem! :thumbsup: I also appreciate your comments on my LP videos very much, and I'm glad to see that you're enjoying them ;) Hopefully you're learning and taking some things away by watching/hearing my thoughts/solving process :P

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Lemmings Main / Sublems New Formats NL 100% Solved
« on: December 10, 2020, 10:05:03 AM »
Another pack completely solved: Arty's Sublems pack for New Formats NL. Added to the "completed" list in the OP.

edit: Ok Old Formats version of Sublems completely solved as well. Modified the OP to reflect this as well.

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NeoLemmix Levels / Re: [NeoLemmix] SubLems
« on: December 10, 2020, 10:02:11 AM »
And, Hellish rank solved and thus the entire pack on New Formats NL. Here is my entire Sublems replay collection, all 110 levels solved, as well as my feedback on the Hellish rank. In contrast to the previous ranks, Hellish needed the most videos due to solving time slowing down considerably. The Insane rank was also slow going, but Hellish was even slower.

I've already provided the link to my LP, but I'll put it here too just so all my replays and LP are in one place.

Sublems LP link: Kaywhyn's LP of Arty's Sublems pack. Enjoy! :P I do believe I'm the first and only one so far to have LPed the New Formats version of the pack.

Spoiler (click to show/hide)

Overall, a job well-done with this pack, Arty! :thumbsup: As was true with the SL version when I played through it back in 2017, I absolutely enjoyed many of the levels and the challenges some of them had to offer. I certainly don't remember much about the levels, and so I'll have to take a look at the SL version and see whether some of the NL levels that replaced them are definitely better. I definitely recommend this pack to anyone who wants a pack on the easier side. It does get difficult near the end, especially in the final two ranks, but it should still be manageable and doable. Even when the going gets tough, many of the levels are just artistically brilliant to look at, even if one can't solve some of the levels. I will likely take a look at your Artlems pack shortly after now that I've solved Sublems. I did also finish your Lost Pieces pack of rejected levels. But first, to take care of some more LPs I have planned and the ones that have been suggested/recommended for me to LP.

Hope you're doing well!

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Even better that there is now an LP of the pack. No need to load up the game this way. Just need an internet connection :P

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Thank you, disabling the update check did the trick. Do you suppose it has something to do with the server move? This long loading time has never happened until now, and I've always had the update check setting enabled, so it's weird that it's now causing problems for me. I can confirm that the problem doesn't happen on v12.9.4, even if the update check is enabled. As a matter of fact, it doesn't even prompt me to download v12.10 like it used to.

edit: I ran an anti-virus scan and no difference in the loading time when the update check was enabled.

edit 2: Did another fresh install and indeed the long loading time is there when the update check setting is enabled. Disabling the update check fixes it. So, for me it doesn't matter if it's a fresh install or not. Either way, the long loading time is there when the update check setting is enabled, and as mentioned the fix is to disable the setting. This means something is up, since several hours ago there was no problem in loading times when it was enabled. I have always had it enabled, so no idea why it's causing long loading times now.

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