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Messages - kaywhyn

#421
SuperLemmix / Re: [SuperLemmix] Level Sharing Topic
July 07, 2023, 09:21:31 PM
Quote from: jkapp76 on July 07, 2023, 09:03:52 PM
Lemmings United!

All Bombers have been changed back to Timed Bombers!

Some of the original Super Lemmini levels I believe were omitted for the earlier conversion to NeoLemmix.


Music:
https://www.dropbox.com/s/wet0c6wpsd7erjq/United_Music.zip?dl=1

I think you mean Lemmings Redux, not United ;)
#422
Quote from: Proxima on July 05, 2023, 11:12:21 PM
Since this is a spreadsheet, you may find it interesting to sort by author or by number of levels to get some interesting statistics. You could also use this spreadsheet to track your progress on packs solved (I would be interested to see kaywhyn's especially!)

We now have a total of 8009 levels! :thumbsup: Now I really wonder what proportion of the total kaywhyn has solved....

Heh, fascinating you're interested in mine :P I be more than happy to do this eventually, but perhaps this will be a great end of 2023 thing. Let's see how many I've completed when the year is over! ;) Hint: It won't be all of them :P
#423
@Niesch

That is a backroute for my R3. Luckily, it's a very easy fix, and I already have it in place for when I'm ready to upload V2 to the update topic.



The level in question from the previous LDC #27 is "Direct Drip," which is found in Lemminas 2 and had already been publicly released for about a year prior. Of course, way too late to do anything about it, but again, this was not noticed until the voting phase and because I was playing through WillLem's pack during that time and just happened to encounter the level during the R2 voteoff. Fortunately, it wouldn't had affected the voting at all, since it was eliminated in the rule voteoff for R2 and didn't get any votes. However, if it did get any, it definitely would had potentially severely affected the results.

Just to be clear, this isn't a warning at all, but instead just a reminder. I think we all want to make sure the contests go as smoothly as they can without problems. The best way to do so is to make sure all guidelines/rules regarding submission of entries are followed and that they indeed are eligible and not in violation of anything. That's why there are rules/guidelines in place!

Let me add that I think Icho has been doing a great job in the role of contest host ever since he took it up many years ago :thumbsup:  However, he is just one person and obviously cannot catch all cases on his own. I have played plenty of level packs and am therefore more likely to notice cases of levels from publicly released level packs being submitted as a contest entry, but as the previous LDC has shown, even I can miss a case there, but only because I happened to play the pack during the voting phase and didn't notice anything fishy before that. Let's just say I'm returning Icho the favor for all the help/mentoring he has provided me in playing a pivotal role of helping me improve in my designs during the time I've been here, especially as I like to contribute in whatever helpful way I can to this community :)
#424
Something that I meant to post after the previous LDC ended, but just a reminder of global rule 1c which I copy/paste here from namida's topic:

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Section 1 - Rules concerning entering levels

c. A level is not eligible if it has had a prior public release, even if that was on a different engine. Small-scale private releases (such as asking one or two people to test your level) will be tolerated. It is allowed to include the level in a public release after the contest's playing phase has started.

I bring this up because of a recent case of this in the previous LDC which wasn't noticed until the voting phase. At the time, I was playing through the level pack, so I didn't realize it was a case of a level from a level pack that was already released being submitted for an LDC. I guess the biggest hint would had been in the level title in parenthesis where it says (Contest version), but other than that addition in the title and an added timer, the level is the exact same in terms of layout and skillset. This isn't allowed. However, the other way is, where after an LDC you can put the level of yours in a level pack.

There was another case several LDCs ago, from LDC #24, but that was noticed during the playing phase and was allowed to stay but wouldn't be included in the voting, though in this case the user (different one, not the same one from the previous LDC) requested the level be withdrawn.

Because of these cases, both about 1.5 years apart from each other, I don't want LDCs to get to the point where Icho has to comb through level packs and see that a level from them was submitted as an entry. I be more than happy to help him out with this, but I wouldn't want to do this either. There's just way too many level packs! Niesch's R1 is fine though, as it's a completely separate and different level from the one in his LLL pack.



I'm currently on my hiatus from the game of Lemmings, so if there are any backroutes to my levels it will likely take me a while to fix them up. As such, I don't wish to be disturbed while on my hiatus. It's fine to send replays/solutions to my levels, just don't expect a response from me right away. I definitely need this time away, as I've been stressing out more than usual in the last few weeks, to the point that it's becoming a bit unhealthy for me. It's really time off for myself and just looking out for myself. Let me add that the break is really helping, especially as I've recently been getting back into other stuff that I haven't done or played in a really long time :)



As usual, I pre-tested all of Icho's entries, as well as Apjjm's. All pretty good ones! :thumbsup:

Anyway, some background info on my entries. Several LDCs ago, I made "Sports-tacular Athletic Rescue Mission" and it seemed quite well-liked. Now, for this LDC, for my R1, you get the non-athlete version! No constructive skills on top of that too! :laugh: Really, this level came about because while I was watching my solution to the former said level, I realized that it could almost work for R1, except here I had exits in the corners instead of entrances. So, the design came somewhat easily as a result.

For my R2, the title is a bit of a reference to the first Freddi Fish game, a game released by Humongous Entertainment from back in the 1990s. There is a character called Mr. Starfish who helps you learn math, so the starfish in the level is supposed to be him in a way, except I'm missing the monocle and teacher pointer stick :XD: Not to mention that my artistic skills are extremely limited, and this was the easiest animal for me to do :laugh: As such, the music is also from the game. I also found a backroute that is an easy fix, but well, I wonder if anyone can find it :-[

Finally, for my R3, it's only something I realized after the fact and after the playing phase started, but this one I guess you can consider a bit of a counterpart to my R1. My R1 is a no constructives skills level, but my R3 is a no destuctives skills and therefore the constructives skills level :laugh:

Thank you for your understanding and keep up the great work! I've taken a quick skim of all the entries and they look great! :thumbsup: I look forward to properly playing through them at a later time in the future, once I have had time to recollect myself and have returned from my hiatus ;)
#425
Quote from: MASTER-88 on June 25, 2023, 01:41:23 AM
I think this system list levels will be favor also kaywhyn and most others, who will hate my system list levels.

I think there's a misunderstanding here, so I want to make sure we're both on the same page. Just to be clear, I never said I didn't like your numbering system for your files. I do agree with you that it's a very nice way to organize everything. Instead, I just didn't like the way the game showed the level info on the preview screen because IMO it's too cluttered with how there's so many words on the screen. Also, in English "hate" is a pretty strong word. Instead, use "dislike" or "don't like" or something similar.

I checked the way Jeremy did this pack of yours with his tool, and it seems like he did it the exact same way as I did with your first level pack. However, the very nice thing is that his tool does most of the work for you, thereby cutting out most of the time spent typing everything. I tried it on some other packs and I can say it works great! :thumbsup: Definitely give it a try for your other two packs whenever you get the chance :)

Also, thank you for the info on the hard levels for this pack! :thumbsup:
#426
Quote from: WillLem on June 24, 2023, 01:42:38 AM
An invincible lem would, I imagine:

:lemming: Have cyclic-colour-changing hair and tunic (like objects in Clear Physics Mode)
:lemming: Be able to survive any fall, regardless of distance or whether a splat pad is used
:lemming: Be able to swim in water even if not a swimmer
:lemming: Be immune to traps
:lemming: Be immune to zombies
:lemming: Not reduce the skill count when skills are assigned to them (so, effectively, all skills are infinite for invincible lems)
:lemming: Ascend out of the ice cube if assigned a Freezer

And, things I'm less sure about:

:lemming: Should they basically take on all permanent skills, and so climb/slide when they reach a wall as well as being able to swim? Leaning towards "no" if only because the Slider has its odd physics limitations that ought not be a problem for an invincible lem
:lemming: How should the invincibility state be limited? Time would be one way, but perhaps invincible lems can't exit?
:lemming: Should they ignore blockers?
:lemming: If assigned a (time)bomber, should they "explode" (creating a crater), but not actually explode, and instead carry on walking? Or, should they die? Or, should they be non-bomber-assignable?
:lemming: How should the state begin? A collectible item within the level that only affects the lem who collects it? Assignable by the player after the ability to assign invincibility has been obtained somehow? Assigned via an invincibility-assigning object?
:lemming: Should they be able to destroy steel? (leaning very much towards "yes" for this)

And, any other ideas?

There is actually an "invincible" gimmick in very old formats NL which when enabled makes one unable to kill the Lemmings. This means they will survive any drop, traps do not activate and kill them, bombers/stoners don't kill them either, and they don't drown. The only way to get rid of them when this gimmick is on is falling out the level to the bottomless pit. So really, a lot of the ideas you put forth are almost exactly what happens with this gimmick enabled in NL v1.43. The only time I've seen this gimmick is from a couple of levels from Strato's Lemmicks, but they're all in the Bedlam rank. Since they don't drown in water, I assume they will survive continuous fire traps as well. I don't know for certain, as there was no level in Lemmicks that featured them alongside the "invincible" gimmick enabled. It wouldn't surprise me if they didn't kill them, since they are after all invincible.
#427
Quote from: WillLem on June 24, 2023, 12:35:20 AM
I'm glad you said this, because it's helped me to realise one of the things that's irking me a little bit in this topic: the Freezer, I would assert, ought no longer to be seen as a "replacement" for the Stoner; it's already very much evolved into a skill in its own right.

Yea, and I'm glad that Icho reminded me of the whole NL packs weren't designed with SLX mechanics in mind and therefore it shouldn't be a worry about levels breaking, as that is to be expected. I totally meant to mention this as well but alas I forgot! :(

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I'm not too familiar with these features to be honest...?

For examples, see Basic 8 and Basic 9 of Strato's Lemmicks, which are the levels that introduce radiation and slowfreeze, respectively. Similarly, check out Nostalgic 3 and Nostalgic 4 of the same pack.

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Classic Mode is way more than just "being like Lemmini" - it affects more aspects of the gameplay than you might think (if you haven't tried it yet), and is far closer to the experience of playing Lemmings on the Amiga than in Lemmini. Just sayin' ;P

To be fair, I didn't say that Lemmini/SL are like SLX, just that if I want to return to pure execution gameplay there are those engines I mentioned for that :P Lemmini lacks all of that, including rewind, while SL has framestepping but only in the forward direction. Also they have the advantage in that they appear to not suffer from any kind of lag or slowdown even in very huge levels ;)

In any case, I'm not interested in SLX at the moment, nor do I think I will make a complete transition to it in the future, even after there are plenty of released content for it. I have plenty of Lemmings engines set up on my machine already as it is: Lemmini, SuperLemmini, SuperLemminiToo, Lemmix, CustLemmix, NL v1.43, NL v10.13.18, and NL v12.12.5. Like I already mentioned, I have no problems with SLX existing alongside all the other engines, just don't expect me to invest much time into playing with it ;)



From reading WillLem's lengthy post, I will have to agree with him about not restoring the stoner skill. Again, a reminder that I was one of those who voted the stoner skill for removal, as admittedly I find it very hard to make really good puzzles with that skill. Thinking back to all the levels I have made, I believe I only have two levels that have the stoner skill. In the same way, the disarmer skill was another one I voted to remove, and again thinking back to my own levels I believe I have only one disarmer level, which goes back to LDC #22, the very first contest I entered! That means I have not made any other disarmer levels in the about 2.5 years since! Of course, I digress here, as that can be for its own topic :P

Needless to say, if NL levels don't work as intended in SLX because of the removal of the stoner skill, so be it. They weren't designed with SLX in mind anyway. Instead, the focus for SLX should be creating levels specifically tailored for that engine, not touch and worry about existing NL packs to port over to SLX and being concerned about breakage. There's already plenty of existing content as is, and there are plenty of options/engines to play the game on too.
#428
In case there was any doubt, I'm going to make it clear right now that I'm not advocating for existing level packs to be ported over to SLX in any way. I'm merely providing my thoughts, nothing more. I have absolutely no interest in doing so, especially as checking to make sure everything is all right when doing so is just too much for me. I've only been aiding Jeremy in the process of doing the cleansing and then I leave the rest up to him, as again I just don't have the time to investigate and check everything and see why some don't convert properly.

It's something that I been meaning to bring up, but I'm kind of disoriented myself right now and hence forgot to. It's just like Icho said, and I agree completely, leave the NL packs be. There's absolutely no requirement or need to port them over to SLX or to worry about whether or not they will work properly in SLX, as breakage is expected and hence adapting the levels so that they work under SLX will be required for those levels anyway. Thus, I don't understand why there is a need or rush to port everything over to SLX ASAP. In Jeremy's case, I understand why he's doing so, but I've also told him I have no interest in doing any porting over of packs to SLX, at least at the moment, but mostly not ever.

In short, if I ever want to return to execution-based engines or have timed bombers, I always have Lemmini/SuperLemmini for that! ;) Yes, SLX has this with classic mode, but I don't feel the need to switch to SLX for that. Same thing with older versions of the NL player if I ever want to play packs with the features that have been culled for New Formats NL. Even then, I have absolutely no problems with SLX existing alongside all the other engines available. I just won't be spending too much or possibly not any time with it to test features, for example. I'm pretty content with NL, and this is coming from someone who was a heavy Lemmini/SuperLemmini user for years before I decided to try out NL ;)
#429
Another long overdue update to the OP. Added LP links of 4 level packs to it: Lemmings in Weirdyland by weirdybeardy, Mike's Lemmings Version 2 (just the Rigel rank) by Turrican, Unusual Lemmings by Duuddu, and finally Festival Millas 2020 by Gigalem. This essentially means that I've gotten through all 5 packs listed in the poll. Once again, thank you to everyone who has voted and who has helped decide the first two to LP :thumbsup: In the case of the second, that one was a tie, so it was up to me to decide which pack to LP. In that case, I did Lemmings in Weirdyland before doing Mike's Lemmings Version 2.

Lemmings in Weirdyland

This is a level pack by weirdybeardy, who has returned to the Forums after a very long absence sometime last year. This pack is essentially really old Lemmix levels that he made a really long time ago. Not a bad pack at all, just my biggest gripe with it was that a lot of the time limits are super tight. I personally don't mind them, as I love math and numbers, but there was just too many tight ones in a row for my liking that it's very noticeable while playing and therefore is constantly on a player's mind and worry. Except for a few hard levels, the penultimate rank finisher which I consider the hardest of the pack, this one wasn't too bad. In any case, I still thank weirdybeardy for making a New Formats NL pack of his really old levels.



Mike's Lemmings Version 2 (Rigel Rank)

Mike's Lemmings Version 2 is more of an expansion to the original Mike's Lemmings by Turrican. It consists of the 17 levels from the Wild, Wicked, and Bonus ranks of Mike's Lemmings, plus 10 new levels in a new Rigel rank that's right between the Pollux (Wicked rank of Mike's Lemmings) and Bonus ranks. What I really like about the Rigel rank is that these levels are really great to look at. Turrican puts a lot of attention to details in his artistic craft when making levels :thumbsup: These levels are also considerably harder than the original Wild and Wicked ranks of Mike's Lemmings. However, if you think of the Rigel rank as the equivalent of the Havoc rank, which is the rank that comes after both Wild and Wicked in ONML, then it makes complete sense that the new Rigel rank is really hard. Indeed, through the feedback I gave Turrican, there were a few levels in the early part of the rank that I consider too difficult for their position. As a result, they have moved to later in the rank.

In addition, there originally was a very unfair Rigel 10, the final level of the rank, that required a lot of precision. I ended up rage quitting the level in my LP and didn't come back to it for about a month before finally succeeding in pulling off the very tough execution during a 2-3 hour session when I had some spare time. Trust me, you DO NOT want to play the level in its original form! I still have it in case anyone wants to give it a try, but I'm almost 100% certain you don't want to play it. It will cause a lot of frustration and rage! In other words, I have spared future players the pain and agony of going through the same experience as me. I simply want them to enjoy Turrican's levels and packs. Due to the feedback I gave Turrican, he has released modified versions of the level that's split into two parts. There are now helpful markers that completely eliminate any guesswork if you can figure out what they mean. Believe me, you will thank me and Turrican that you didn't have to play the original version! ;)

Despite the original Rigel 10 really making me rage, I still enjoyed the new Rigel rank and the challenges within. Let's just say that I gave the original Rigel 10 another chance and that I'm always one to come back and finish what I started :) I don't like leaving things unfinished on the table. So, thank you to Turrican for Mike's Lemmings Version 2, and if you ever decide to make more packs in the future I will look forward to them! :thumbsup:



Unusual Lemmings

Unusual Lemmings is the third level pack by Duuddu. It follows the exact same structure as his previous two packs in that there are 3 ranks named Easy, Normal, and Hard, in that order, each with 5 levels. I would say that while this was an all right pack, it was more frustrating than it needed to be. In particular, I called out Hard 1 as being way too precise, similar to how Icho and I called out Hard 1 of Surge Lemmings also being precise. Don't get me wrong, the level ideas are great, but they involve things that seem to be general dislikes in the NL community. That's pretty much the only thing that confuses me in that if Duuddu was already told these tricks are not well-liked from his previous pack, then why continue to make such levels requiring them? I know my feedback was probably more harsh than it needed to be, but honestly it kind of didn't help that this came not too long after I played the original Rigel 10. Sadly, this was also present in a final rank level of FM2020, which I LPed after finishing this one, only fueling my rage even more :(

There were still some great gems in this pack, and some of it was still enjoyable and fun to figure out. Even then, I know Duuddu is capable of making great levels, so if he ever makes more packs in the future, I would simply make sure to avoid making the same mistake of putting in those not well-liked tricks in the Hard 1 levels. Thus, I still thank Duuddu for his newest pack and that I hope he takes onboard the feedback I given him so future packs can be improved. Please excuse me if some of it did come across harshly!



Festival Millas 2020

FM2020 is the third holiday pack in the series by Gigalem. Like the previous two packs in the FM series, there are also levels by Plom510 and Nessy. I must say, FM2020 is my favorite pack of the series thus far! :thumbsup: It's definitely a lot harder than either of the previous packs, but I really enjoyed this one. A lot of great puzzles and many were great fun to figure out. Some I have already played from LOTY2020 due to some of these levels being nominated for it. I absolutely enjoyed this from start to finish.

My main criticism here are difficult to distinguish between background and solid terrain in the graphic sets. At first, I thought it was due to my old age and bad eyes, but no, it's not. Don't get me wrong, these new graphic sets are great, but there are plenty of things that can easily be confused and mistaken for solid terrain when in fact it's background, or vice versa. I've already pointed out some of these issues when I wrote my feedback in the level pack topic, as well as give Gigalem some feedback on that on Discord. I think that was going to be the central focus point of the overhauls, but FM2020 has yet to get one. I think same with FM2019.

Despite this, again I really enjoyed FM2020. Thank you gentlemen for this pack! I therefore look forward to FM2021 and FM2022 when I get to them! :thumbsup:



With this, I'm pretty much now on my hiatus from the game of Lemmings. I don't know when I'll return to the Lemmings scene, but I definitely need a break! In addition, I don't exactly know how much I'll be LPing and recording other content for my YT channel during this time. I been stressing out more than I normally do in recent times, and it's probably getting to the point that it's becoming a bit unhealthy for me. As a result, something that I been thinking about, and that is I might retired from LPing after 2.5 years. Or, if not, hopefully it means that I just need to take an extensive break from recording and LPing. If people still want me to LP instead of retired from it completely, then I'll continue to do so, but again it might not be for a while. Really, it's more that I need to look out for myself matter more than anything, and if I need to take a break from LPing to help me do so, then so be it.

Thoughts?     
#430
Added 5 more packs to the completed list: Lemmings in Weirdyland by Weirdybeardy, Mike's Lemmings Version 2 by Turrican, Unusual Lemmings by Duuddu, and Festival Millas 2020 by Gigalem. Also somehow I missed Surge Lemmings by Duuddu from way back in 2021 :-[ That has been added as well.
#431
Jeremy has a really good point. Even though I was one of several who said that the stoner could go, no questions asked, retaining the skill would make it much easier to convert packs over, and as some have pointed out there are some mechanics that don't work as well when it's replaced with the freezer. If anything, the freezer is best suited to fresh and newly created levels instead of existing levels in existing level packs and shaking that world up. If restoring the stoner, then there will definitely be a need for an introduction level illustrating the mechanics differences between that and the freezer.

Along with this, consider bringing back slowfreeze, which is essentially assigning a stoner countdown to lemmings but in the form of an object, as well as radiation (same as slowfreeze except the lemming turns into a bomber instead). Now, you could just bring back the stoner skill with slowfreeze only, but honestly it would feel strange that the only way to do so is in the form of an object instead of being able to assign the stoner skill whenever you like. Even then, I don't ever recall there being levels featuring both slowfreeze and the stoner skill in the same level together, but it's very possible that I might be remembering wrong. Same thing with radiation and the bomber skill, the difference being the former puts a countdown timer and then the lemming explodes when it expires. Finally, any levels that featured slowfreeze didn't convert correctly unless I took them out first before saving and then cleansing. Hence, having slowfreeze restored would also make levels featuring them easier to convert and less of a hassle. The ones that had radiation had no problems converting.

As for radiation and slowfreeze, I didn't mind them at all. I saw and have played plenty of excellent puzzles featuring them from both Strato and Gigalems' packs. Not to mention that it would also be possible to clone timed bombers from radiation in addition to those assigned the timed bomber skill ;) Up to you, of course WillLem :)   
#432
Contests / Re: Level Design Contest #28
June 21, 2023, 07:57:07 PM
Woot woot, got two done! :thumbsup: R2 will need more time, especially as I'm not so good at art. Will be back with that one at a later time, if I'm able to make one :laugh:
#433
Hey MASTER-88, no problem at all and no sweat. I accept your apology. I'm just glad that we can get along and that we cleared up what was a misunderstanding. I hope you continue to enjoy watching my LP whenever you are able to find some time :) And yea, I don't know any Finnish at all and therefore won't be able to communicate with you in your native tongue :laugh: The only other languages besides English I know are Vietnamese, Spanish, and a little bit of French. 
#434
Ok, I'm glad that we were able to sort things out :thumbsup: I forgive you, but really just a reminder to be careful how you write your posts, because if you're not careful you can unintentionally offend someone with it. For example, I know your post when you asked for your channel to be added to the OP in the pause free challenge came off as rude to both Proxima and WillLem.

Also regarding Cranium, I was unaware that Crane took down the pack due to a negative word you used, since I was in a gaming session at the time. Let me tell you, I and several others really had to convince Crane to have his pack restored, but it was also very stressful dealing with his emotional being. I did defend you by telling Crane to keep in mind that MASTER-88 doesn't know you (Crane) as well as some of us do and that something like that would upset him, but now that I'm seeing your post in that level pack topic yes I do agree that it was a bit mean of you to say that about Crane, even though we know you meant well since you were employing black comedy, aka, dark humor. I myself am a dark humor kind of person like you, but I always take care with what I write. Luckily, the pack is back, but yea, I and some others really needed to put some sense into Crane to get it restored.

Again, as a reminder I don't mind the swearing, as long as it isn't directed at me. It just came off as rude to me because it felt like you directed the profanity at me even though you were criticizing what appeared to you as a messier way of organizing a pack. It was really just me giving you an example of how to write a levels.nxmi file.

In any case, you don't have to do it right away with your second and third level packs, since I did say it'll be a while before I even get around to playing them. Remember, to me presentation is important, and my intention is that whenever I play someone's pack on video I like to present them in the best way possible by showing them off in a way that looks great.

Quote from: MASTER-88 on June 18, 2023, 12:40:33 AM
Yes i did this my first and thats definitely not was my best idea. My First pack was quite crap. Its just contains 4 same type levels. Its way too much. That was my first pack and yeah its not my best.

Ok, good to know we're in agreement here about the repeats were completely overdone to death where there are 4 or 5 versions of the same level. However, I disagree about your first level pack being crap. I know it's your personal opinion about your own pack, but honestly your first level pack isn't all bad. It did at least get a lot better in the final two ranks, because those were done really well IMO :thumbsup: Not only were repeats almost done away with completely, they at least had solutions where you couldn't use them in the original version, and this is what makes a repeat worth it IMO. The unique levels themselves in the final two ranks were great for the most part as well ;)

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How ever i´ll still keep my 2 levels strategy in future.

Ok, I have something to look forward to even more then :thumbsup: I would had preferred if every level was original, but this is fine too if they weren't done to the extent of your first pack. L1 did this with repeats, so it's fine if you use this method for your packs. Also if the pack is huge, it can be very hard to come up with completely unique levels for the entire thing, so some designers use repeats to fill in slots, especially if it is a really interesting solution they found that can't be used on the original version.
#435
Quote from: MASTER-88 on June 17, 2023, 07:50:00 PM
How ever i am planned check out my all packs in future and fix grapchi errors and etc... little things. So just have to ask your guys. Is this my style list levels just that horrible like kaywhyn told me??? Or is he/she only person who got pissed off this?

Ok, sadly you completely misunderstood me. I never said that about your naming scheme with your levels at all. The way you named your .nxlv files is fine. As a matter of fact, some others have named their files this way, and as you have accurately stated the advantage here is that you can quickly see at a glance what position a particular level is in. I used this naming scheme myself when I did some level pack conversions for SuperLemmini. So, no, this is not the problem I have.

Rather, the issue for me is how the game presents your pack. When I'm LPing other people's level packs, keep in mind it's your level pack I'm showing off. I want to show off his/her pack in the best way possible. The way you have it, the preview screen before you click to enter the level is a bit too cluttered IMO, even though it's only a few extra words before both the level title (top line) and the rank name (line below it). The way I have it, it takes those words out so that, eg, the game just shows LOL 1 in the second line, while the top line shows Safety Drop, which IMO looks better. In addition, I can tell at a glance that Safety Drop is the first level of the LOL rank, so therefore having Level 01 before Safety Drop in the title in the game is redundant.

However, what I didn't know at the time is that what really matters is what's in Notepad, because that determines how the rank name and level title is displayed in the game. So really, to get only the level title, you just need to open each level in Notepad and take out "level" and the number before each title and then save it. You can leave the .nxlv files themselves the way you named them. It'll still take a lot of time, but even this drastically cuts down the time to do it considerably. Then you just need to write up the levels.nxmi file properly so that it shows the condensed top two lines in the game.

As for this level pack, I definitely enjoyed the final two ranks. The main problem I had was how there were so many repeats of the same level throughout the pack, though that definitely got way less and better as you got farther in the pack. By this, I mean how there were plenty with 3 or even 4 versions of the same level. Now, I understand this might be your way of making levels, but at least for me, a lot of the repeats here were unnecessary, especially as I recall a lot of them I could use the same solution to a later repeat as I did with an earlier version of the level. They also start long before you reach the end of the first rank. At the same time, this is your first level pack and as you said you were just learning at the time. So, maybe you avoided doing the same with your future packs with so many repeats.

If there aren't any or many repeats in your later packs, then I will definitely look forward to those. It'll be a while before I even get to them, but eventually at some point I will play them.