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Messages - Strato Incendus

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466
Levels for v10 or older / Re: [NeoLemmix] Lemmings World Tour
« on: November 24, 2020, 11:28:54 AM »
Damn, you're faster than I can reply to these! :thumbsup: In a weird anachronism, I've watched your first half of Groupie before the rest of your replays (and also before IchoTolot's re-solutions for New Formats... he already announced he "re-backrouted" the levels, so I assume he found some of the same backroutes you found :D ).


I'll reply to your second batch of Groupie levels later, but two things from your second post of course I have to comment on: ;)

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Overall, an excellent pack that I would definitely recommend despite the very large size of the pack.

Thank you very much for recommending this pack to others! :thumbsup:

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When I do the New Formats version, I'll probably end up LPing it. It'll take an extremely long time, though, and from what I remember it's definitely very slow going at first with the first two ranks, especially since the levels in them are not your tutorials at all, and some are difficult. Of course, I'll let you know when I have started it and provide you the link

I'd be honoured to see that, of course! :thumbsup: It would be interesting to watch in comparison, not only because you would be the first person LPing the New-Formats version - Flopsy has uttered interest in doing it, but no certain plans yet, as far as I could tell; and also, he would probably use his own music playlist again - but also because it would be the first non-blind LP.

Well, except for the couple of levels that had radiation and/or slowfreeze replaced on them, because they have slightly different solutions in New Formats. Albeit those solutions are rarely "better", just "different"... and sometimes just outright inferior versions, a mere attempt at replicating the original design.

467
Level Design / Re: Vote on the theme of my next pack!
« on: November 23, 2020, 01:34:50 PM »
Well, then, let's play around with some ideas! The phase of divergent thinking (=brainstorming) was over pretty quickly, now we're engaging in convergent thinking (=narrowing it down to the option we have chosen). I could already open an In-Development thread for Lemmings Universe, but I want to wait with that at least until I've officially released Lemmings Open Air. Otherwise, it will look like I'm starting several things and never finishing any of them. :P

The next thing I / we should still decide on early is the tilesets that are going to be used. I don't want the chosen styles to be as arbitrary as in Lemmings World Tour. At the same time, I'm not ruling out tileset mixing completely. In Lemmings, Drugs, and Rock 'n Roll, I'm repeatedly mixing the same tilesets to emulate other tilesets that NeoLemmix doesn't have - specifically, those from Lemmings 3D. Now we could think about which tilesets to mix to emulate certain planets, and then whenever that combination of tilesets shows up again, you know where you are. ;)

Let's start in our own solar system; this is going to be complex enough! :D

Mercury: L2 Space, orig Fire
Venus: nin10doadict's Lava tileset, orig Fire, namida / GigaLem Sky, ONML Rock
Earth: namida / GigaLem Tree, namida / GigaLem Desert, namida / GigaLem Metal, L2 Beach, orig Brick
The Moon: L2 Space, orig Crystal, ONML Rock, namida Mineshaft, namida / GigaLem Purple
Mars: namida Martian, orig Dirt, namida / GigaLem Desert, ONML Rock
Jupiter: namida / GigaLem Sky, namida / GigaLem Desert, namida Martian
Europa: ONML Snow, Raymanni Snow
Ganymede: ONML Snow, Raymanni Snow, orig Crystal, ONML Rock
Io: namida Honeycomb, namida / GigaLem Desert, orig Fire, ONML Rock
Saturn: namida / GigaLem Sky, namida / GigaLem Desert
Titan: ONML Rock, ONML Snow, ONML Bubble, namida / GigaLem Desert, Raymanni Snow
Uranus: namida / GigaLem Sky, ONML Snow, Raymanni Snow, Proxima Tile, Jarv Future
Neptune: same as Uranus
Pluto: namida Martian, ONML Snow, ONML Rock, Raymanni Snow

Here we already see the problem: A lot of the tilesets overlap. So visual recognizability suffers because the various planets and moons will look very similar, unless I only use specific, different pieces from the same tileset for two different planets / moons.

For example, the reason I listed the Desert tileset(s) for Saturn is that many of the pieces have the same shape as in the Sky tileset(s). Thus, I could use them as clouds, even inter-mix them with pieces from the Sky tileset(s), and thus, due to the different context, they would indeed look like clouds, not like heaps of sand. ;)


Once we leave our own solar system, there are a couple of types of planets we could add that we don't have here. For example, a complete water world, which could use Arty's Underwater tileset.
Most actual confirmed planets out there however don't have particularly memorable names - and we don't really know what they look like either, we can only imagine. In turn, if we fill some of those gaps with SciFi references (from Star Trek, Star Wars, or others), the world outside our own solar system might become more specific.

Star Trek is sometimes a little unimaginative when it comes to the physical makeup of other worlds - because most of the plots usually revolve around diplomacy and humanoid interactions, the vast majority of stories are simply settled on "M-class planets", which basically look like Earth, with just a couple tweaks here and there.
Star Wars, in contrast, frequently employs the idea of an entire planet having the same climate (e.g. Tatooine entirely a desert, Mustafar entirely volcanic, Hoth entirely frozen, Dagoba entirely a swamp etc.) That may be more versatile - but not necessarily realistic, thinking about how much climate zones differ just within the confines of our own planet. With the exception of a world that's entirely frozen (simply because it's too far away from its star), these "Mono Worlds" aren't all that likely to exist. But of course, they make for better levels / easier tileset choices. ;)

468
Levels for v10 or older / Re: [NeoLemmix] Lemmings World Tour
« on: November 22, 2020, 11:03:21 PM »
Ah yeah, sorry, I forgot that in Old Formats, it isn't so easy to tell which levels changed ;) . In New Formats, the ticks next to the level names turn orange, obviously.

Updated levels are Groupie 01, 05, 06, 13, 18, 27, 29, and 36. The change about Groupie 10 was merely cosmetic (repositioning of one-way arrows).

I also swapped out the exit on Diva 23, because the exit on the Sandopolis tileset in New Formats apparently had been changed by the person maintaining the tileset (Flopsy was the creator, afaik). Therefore, both versions feature a classic Pillar exit now.

And yeah, the Dropbox link always remains the same when I simply replace the original file in the Dropbox folder with the new one.

469
NeoLemmix Levels / Re: Lemmings World Tour Remastered [New-Formats Version]
« on: November 22, 2020, 04:07:02 PM »
And the update is here, with the same fixes to the Groupie rank as in Old Formats, but also including the menu changes required for NeoLemmix 12.10! :D

I expect there will be another huge update after I've watched all of kaywhyn's (Old-Formats) solutions.

470
Levels for v10 or older / Re: [NeoLemmix] Lemmings World Tour
« on: November 22, 2020, 03:56:52 PM »
And the update is here at last, the Groupie rank is fixed! :D The link in the starting post is still the same.

Some of IchoTolot's alternative solutions that used all or almost all skills are still possible, and sometimes deliberately so, because I found them awesome! :thumbsup: But everything that's obviously a glaring backroute has been dealt with now.

Except for Groupie 39, "Not the incended solution". Here the level-preview text even announces that backroutes will be possible. :D

471
In Development / Re: Lemmings, Drugs, and Rock 'n Roll
« on: November 22, 2020, 01:43:47 PM »
"Pluto, Pluto - you're cold and far, and not even a planet;
Venus, Venus - too much CO2;
Mars, Mars, Mars, Mars - ain't enough magnetosphere;
There's only one place I wanna go!

Saturn, Saturn - your rings vibrate and I hesitate;
Jupiter, Jupiter - you're gassy and brown;
Neptune, Neptune - a huge calippo too big to swallow;
There's only one place where we can go!

Gonna head right to..."



Uranus



Thanks to Nanowar of Steel ft. Michael Starr (from Steel Panther), I could make this level as a follow-up to "I'm your Venus" from Lemmings World Tour.

Both are also likely going to re-appear in a future astronomy-themed pack named Lemmings Universe.

And in the meantime, I'm uploading this level and the replay, so that "everybody can enjoy the view... of Uranus." ;)

472
Level Design / Re: Vote on the theme of my next pack!
« on: November 22, 2020, 01:34:42 PM »
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All very good points you brought up here. Whatever you decide for the astronomy theme pack, I'm definitely looking forward to it! :thumbsup: It's too early for me to be making suggestions anyway, but I'm glad that you thought my idea of a planet in each rank was a good one

I was mainly referring to the idea of having separate tilesets per planet, and then revisiting those planets, rather than having each level be a one-off resembling any given world as closely as possible. The latter would have been closer to a Lemmings-World-Tour artsy approach, where the level is made to look as "realistic" as possible.

Now instead, I could use certain tilesets repeatedly, and then I would no longer have to spell out in the level title every time which planet this is supposed to be - once I have established it in the beginning. ;)

Reading it again, I think your suggestion didn't refer to tilesets directly, but you definitely gave me the idea to have several levels per planet / moon. ;) With my original concept, I guess our entire solar system would have been confined to one rank, with just one level per planet / moon, and then we would have gone straight out into the unknown.

473
Closed / Re: [DISC][PLAYER] New skills general discussion
« on: November 22, 2020, 12:20:51 PM »
Here's another one! ;)

I hope I could enforce the solution in such a way that it can't be solved by just a single pioneer lemming... that's why I had to make the Jumper a pickup skill, so the first worker lemming can't just jump towards the ceiling and shimmy up to the final part himself.

Also, I made the drop into the water a little higher on purpose, to avoid the quirky Slider-Swimmer behaviour discussed in the neighbouring thread. Also, this higher wall helps to keep the lemming trapped in a loop as long as needed, so that he doesn't walk off to the right and fall into the abyss.

Thus, whatever comes out of that Slider-Swimmer discussion, the drop is now high enough that this level should remain unaffected by any possible change regarding that matter.

474
NeoLemmix Main / Re: Rising water
« on: November 22, 2020, 11:37:42 AM »
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It's already been done lol. Not by me, though (I still don't know how to use a NL/level editor). It's been done for months

Thanks for the clarification, kaywhyn! :thumbsup: I wasn't sure anymore... I had something in the back of my head that it might have been converted by now, but I didn't bother to check.

I should probably give it another shot, then! Without all that hidden stuff that can't be checked for via CPM, it should be a lot of fun. The puzzles were actually great, considering this was (probably?) GigaLem's first pack.

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You should be able to directly run the levels from it through Cleanse Levels using V12.7.X to V12.9.X of NL (it won't work on V12.10.X as that no longer supports LVL files). I suspect most replays will break, though.

Good to know, thanks! ;) I always have this certain bias of trying to open individual level files in the editor first. And none of the New-Formats editors supported these very old (1.43) level files. But the player by itself seems to be quite a bit more forgiving.

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The only one I still disagree with to this day is the removal of Timed Bombers, mainly because these were a key feature of the first 2 games but also because I am really good at working with timed bombers, and NeoLemmix doesn't need this skill which I spent a small part of my youth developing! :crylaugh:

That said, I can accept that they aren't relevant any more, and the advancements that NeoLemmix has made in other areas of the game far outweigh the absence of this relatively minor game mechanic. And, there are still other platforms on which to enjoy it (Amiga emulators, Windows Lemmings, older versions of Lemmix and Lemmini, etc).

That said, instant bombers can be fun, and are certainly more convenient. I personally think this is a situation where both would be best; i.e. if Timed Bombers could make an appearance maybe as an alternative version of regular instant Bombers, so that either could be used in a NeoLemmix level, that may be a good way to bring it back without upsetting too many people. Maybe. I won't get my hopes up though

Well, that's one reason I enjoyed radiation and slowfreeze ;) . Although it was weird that they set the countdown to 9 instead of 5... maybe namida originally came up with those objects more as a delayed trap than something that's actually useful? A countdown from 9 instead of 5 gave lemmings more time to reach the exit before they exploded / stoned.

The Stoner is one important factor to remember here, though: Since its main application is breaking falls, the fact that they are instant is crucial to many levels that have lethal drops early on. If Bombers were timed, Stoners consequently would have to be timed as well. And that would make them a lot less useful / powerful. While you could make the execution difficulty of timed lethal skills easy via skill shadows (i.e. show how far the lemming will walk until he goes oh-no), if a level requires a Stoner within the first 5 seconds if in-game time, that wouldn't help a lot.

Now, I will be the first one to argue that Stoners are often too powerful, precisely because of their ability to break falls. But Stoner backroutes usually don't occur at the beginning of a level, but elsewhere where you can simply cut an otherwise lethal fall short. And later in a level, a timed Stoner could of course still be exploited for taht. Thus, timed Stoners would pose almost the same danger with regards to backroute potential, while only having the additional downside of being pretty much useless for the first five seconds of a level.

Thus, the main reasons why I enjoyed radiation and slowfreeze was not the timing itself, but
a) the ability to limit Bomber / Stoner usage to specific areas of a level, like a geo-restricted pickup skill
b) the ability to clone Bombers and Stoners (since they oh-no or die right away, you can't do that with regular Bomber and Stoner skills)
c) the ability to have Zombies walk into them, so that you would have to use the enemy lemmings instead of "just" killing them (of course, they still died in the process of bombing / stoning). If radiation and slowfreeze had been taken to New Formats, this usage would apply to Neutral lemmings as well, since they can't be assigned skills. Maybe that was a small missed design opportunity.

But I don't want to restart that discussion again, even I no longer really miss radiation and slowfreeze anymore now. ;) I still encourage everyone who plays packs of mine that feature those objects to do so in Old Formats, because I really went out of my way to make these objects work in a fair way. But I probably wouldn't want to try and come up with any new radiation and slowfreeze puzzles anymore, even if they were available today. Not because I personally hate them, but I've realised that a lot of forum members do, so who would go out of their way to intentionally design something that's unlikely to be enjoyed by the majority of players?

And gimmicks seem to be a similar thing. WillLem and I briefly discussed the idea of making a follow-up to Lemmicks, i.e. a second gimmick pack to be created long after the culling of gimmicks. But as WillLem outlined, preferences for individual gimmicks vary in the community, so it was hard to find common ground there, especially for a collaborative pack.

That said, if WillLem - or anyone else, for that matter - still wants to design a gimmick pack by him- or herself, I will be the first one to play it! :thumbsup: ;)

475
In Development / Re: Gronkling's animal packs development thread
« on: November 22, 2020, 11:19:39 AM »
Awww, that's cute! :thumbsup: Glad to see another level designer join the club of people who "paint" with level tiles. This looks amazing! I can't imagine how much time it must have taken to place all these overlapping trees from your Beast II tileset and cutting away the excess parts. Must have been a bit like stone-carving, but with terrain pieces. :D

I guess those animals are going to be completely peaceful towards the lemmings wandering around all over them? ;)

Not like in my levels, where usually every animal is a trap, be it an object or terrain... :P

476
Level Design / Re: Vote on the theme of my next pack!
« on: November 22, 2020, 11:15:57 AM »
Wow, that got a lot of replies in a short time! :thumbsup: Thanks a lot, everyone!

I guess I'll leave the poll open in case further people want to share their opinions - I want to count every vote :P - but at this point, it's very unlikely that anything will surpass Astronomy as a theme. So I consider Lemmings Universe the "Level Pack Elect" at this point. :D

Quote from: kaywhyn
Nevertheless, I don't mind if another such music pack does come up from you

I'm glad to hear that - after all, there are still two more music packs coming after Lemmings Open Air. ;) I still have a lot of song titles in the back of my head that I want to design levels around... but I also still have a lot of level slots to fill, of course. Especially for Lemmings, Drugs, and Rock 'n Roll. The titles for Lemmings: Hall of Fame are all pretty much fixed at this point, because I knew right from the start that there would be exactly 10 levels of each tribe.

Speaking of tribes:

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Strato, perhaps for the astronomy pack you can make an entire rank dedicated to a planet. That's probably a good starting point for rank names, eg, first rank is Mercury, second rank is Venus, etc. Or, at least a word that describes each planet for a ranking name. If going with the former, that would likely mean 8 ranks total, unless you disagree with the astronomers' reclassification of Pluto as a dwarf planet. I, for one, am not happy with them demoting its status. Like, why change it now when it was considered a planet for 76 years? A lot of us here grew up being taught that Pluto is a planet. You can probably add Earth's moon as a rank even though it's not a planet

That is a fantastic idea! :thumbsup: Although if we limit it to the solar system - which would have the upside that we know much more about the different planets and moons here - calling it "Lemmings Universe" would probably be a little too ambitious. "Lemmings Expanse" seems more fitting, given that the Amazon series "The Expanse" focuses much more on our own solar system. (I haven't watched much of it yet, though, and it's been a while.) At the same time, "Lemmings Universe" is more catchy and tells everyone more openly what it is about. Maybe the pack would spend the majority of its time in our own solar system - as it's most likely going to be the case in reality as well - and it will only be on the last couple of levels that are we actually going to leave it.



The second thing is: If we stay within the solar system for most of the pack, I would most likely hop around between planets of the solar system within ranks, and revisiting each one several times. Some planets already have dedicated tilesets (like namida's Martian tileset). So revisiting planets should automatically cause a healthy mix of graphic sets.

Doing one planet per rank, in turn, would kind of implay using the same tileset throughout that rank. This is something I generally try to avoid, and also the reason why e.g. the ranks in the L2: The Tribes-inspired Lemmings: Hall of Fame are deliberately not ordered by tribe (as in Nepster's "Return of the Tribes"), but simply by difficulty - with the tilesets switching it up normally from level to level.

Also, one rank per planet would require an equal amount of levels per planet - and let's say that it's much harder to do levels set on gas giants, because you can't use any terrain. ;) At least not any terrain that is not implied to be some technological device brought there by humans / lemmings and floating in the atmosphere somehow.

I have done one such level for Lemmings, Drugs, and Rock 'n Roll, so I'm going to share it in that thread right now. Then you can see what I mean. ;)


Now, to finally enter the astronomy-nerd discussion 8-) :

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Did you know Mars has two moons, Phobos and Deimos?

Yes, because those two guys are one of the main reasons why ideas of terraforming Mars and giving it an atmosphere won't work. Aside from the fact that the planet is simply too small to "hold anything", if it were to gain an artifical atmosphere somehow, Phobos and Deimos would experience friction with that atmosphere. As a consequence, they would slow down, lose centrifugal force and be pulled in by Mars's gravity, most likely colliding with it, and causing such massive destruction that Mars would be uninhabitable for 100,000 years. Source: German astro-physicist Professor Harald Lesch.

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I hope that we reach Titan in my lifetime, and see its beautiful planet in all its majesty from the side that faces it. Unlikely, but we can dream!

It depends on what you mean by "reaching Titan", but we already do have pictures of its surface, taken by Huygens. ;) I don't think we have shots of Saturn taken from there, but honestly, that thing is big enough that you can clearly see it on images without Titan blocking any part of the view.

If you mean a human landing on Titan... yeah, probably not. Getting to Mars is ambitious enough (6 months one way). So long before humans ever set foot on Titan, we will likely explore the Jupiter moons Europa and Ganymede first (and maybe Io, if the astronauts are feeling particularly suicidal).

477
Closed / Re: [DISC][PLAYER] New skills general discussion
« on: November 22, 2020, 10:40:11 AM »
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The laserer's kinda redundant because you have the fencer, and also, you can't create or destroy steel.

Why should any skill be able to destroy steel? ??? Not even Bombers can do that. Bombers (and now Grenaders) already have the dedicated power to get through one-way arrows. (Especially with the Grenader, this is something we always have to be aware of from now on, because its crater is larger than the Bombers. Which is a little weird - normally you'd expect a bomb to cause a larger crater than a grenade, I guess. :evil: But a Bomber is not the same thing as dropping an actual bomb; it's more like a lemming with a dynamite belt.)

Especially considering the long range of the Laserer, steel absolutely needs to be able to stop it. If haven't tried going against one-way arrows or one-way fields with the Laserer yet.



@Dullstar: Indeed, when providing only destructive skills, there is no other way to get up there. If you don't include any constructive skills but the Spearer, you could do the same thing I did in my level "Microcosm", where you throw two spears into the ceiling so that a Shimmier can land on them and start fencing from there. You need two spears, because a single one has too flat of an angle when landing in the ceiling, so that the Shimmier will simply bump against it and fall off.

478
NeoLemmix Main / Re: Rising water
« on: November 21, 2020, 08:14:08 PM »
Well, if you still have intact versions of the old level files (for NeoLemmix 1.43 or older), you could share them in the "Levels for v10 or older" subforum.

Indeed, there's a pack by GigaLem there was well, his very first one (GigaLems), which at least to my knowledge is only available for NeoLemmix 1.43. Which is an especially unfortunate combination, because it contains lots of hidden traps, and that in an engine without true-physics mode. :evil: (In contrast to my very first pack, which was made at a time when there already was true-physics mode, so people could just circumvent my hidden objects.) GigaLems however doesn't contain any objects specific to version 1.43, as far as I recall (unless there is an occasional radiation / slowfreeze level). So it should be possible to convert it to New Formats - one would probably just have to take the interim step to open all the level files in the latest stable editor of version 10.13 first.

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Not at all ! I don't speak English very well ... so. But, I am very very very curious !

It doesn't have anything to do with English... in fact, it's made to sound like Latin, but it isn't Latin either.

It's the name of a dragon from the Fire & Ice Dragons series by MegaBloks, which is basically a Canadian version of Lego (no, I'm not Canadian, these sets were available here in Germany as well). There was even an animated movie made about that series (albeit Strato Incendus didn't appear in it). Well... let's say I liked it more than the first Dungeons & Dragons movie, but that isn't saying much, obviously... :P

As expected, a Google search for "Strato Incendus" just brings up a bunch of my profiles on various forums, until the very last entry on the last (fourth) page, where somebody is selling the set "Fire Storm Fortress" / "Fire Ambush" (renamed second edition of the set) on eBay. :D

I'm actually not quite sure where my own Strato Incendus is... probably sitting in a box somewhere in my attic. My brother appropriately named himself after another MegaBloks dragon, "Lumendraconis". Which is another fake Latin name, albeit closer to something you could actually translate ("lumen draconis" = "light of the dragon").

The funny thing is that this MegaBloks phase was really just a very short one in both my and my brother's lives... we've been much more involved with actual Lego franchises, like Bionicle. It just happened to be the case that this MegaBloks phase was around the time I set up my first mail address and online accounts, and ever since, I just kept using that nickname. So even I myself now probably associate this name more with myself than with that toy dragon.

If you look at a picture of that toy dragon, though, you can see why I chose the avatar I'm using here on the forums. Even though that artwork (by Den Beauvais) is actually supposed to be a phoenix, not a burning dragon.

479
Closed / Re: [DISC][PLAYER] New skills general discussion
« on: November 21, 2020, 06:49:52 PM »
I was skeptical about the Laserer at first, too, fearing that the angle might be too flat. But now, seeing it in direct comparison to the Fencer (especially with the two different solutions for my level Microcosm, where you can see the Fencer comes out of the wall quite a bit lower), I don't think any longer that it's a problem: For any case where I want to apply the Laserer in its traditional L2 manner, i.e. more akin to an upward Digger, the tunnel is still steep enough. Because the Fencer only has a 2:1 ratio, the Laserer a 1:1 ratio (=45°).

Regarding projectiles, I'd agree that the Spearer is more useful than the Grenader, but maybe I'm just personally more creative (pun intended :P ) with the former. I'm with IchoTolot though that a long horizontal range (as it currently is) is what makes this skill useful. Especially when working within the confines of a "classical Lemmings level", which does not include vertical, but only horizontal scrolling. Having a steep arc for the projectiles is just not nearly as useful as a longer horizontal rage in those standard and very frequent cases. Indeed, I think this is the case you're making: That this horizontal range makes the projectiles [i}too[/i] powerful. I would argue that we will probably just have to learn to limit their location of applicability by making them pickup skills, if need be - just like with any other skill.

That is, unless we get no-assignment fields on top of that, of course. ;)

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The slider is still the best of the new skills

Here, in contrast, I'm completely with you. ;) And I haven't even made any levels yet that feature my much-anticipated Slider-Shimmier or Slider-Jumper / Jumper-Slider transitions... :thumbsup:

480
NeoLemmix Main / Re: Rising water
« on: November 21, 2020, 05:03:43 PM »
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I really find it a shame to have removed this option because I liked it a lot. In fact, I don't quite agree when you say it's the same as a time limit. It's more subtle than that :

Yes, I am aware of those differences, since I've made plenty of use of them myself in my pack Lemmicks. ;) However, I am also aware that those are corner cases, around which I built the levels specifically to bring out those differences. In the most standard application, i.e. just having a continuous line of water at the bottom of the level that rises while you're playing, it is indeed similar to a time limit, except that it interferes with the puzzle solution more, by potentially cutting off relevant sections earlier.

Thus, I agree that rising water can put time limits on specific sections of a level, rather than the level as a whole. If I recall correctly, Lemmings Revolution had this option as well, where some of the "gates" (steel sections of terrain that could move in and out of walls) had a timer instead of being switchable by a lever. So every lemming who hadn't moved past them before the countdown expired would not make it past anymore (or get knocked out of the level by the closing gate, just like the traps in Lemmings Revolution knocked the lemmings out of the level cylinder).

I think it would be debatable in the NeoLemmix community to what extent time limits in general are considered part of "puzzle difficulty" or "execution difficulty".
With an overall time limit on a level, I think it's easy to make the case that this is part of puzzle difficulty, because you know in advance how much time you're going to have.
With rising water, in contrast, you can set and individual rising speed for each water object (and fire objects as well, btw! :evil: ).
In order to make this slightly more predictable, I used the same rising speed throughout all my rising-water levels in Lemmicks (=the slowest possible rising speed). But normally, the level designer is free to vary this on an individual basis. Thus, is becomes hard to predict how much time you will have until a given section of the level will be covered by water, and to plan your solution around this limitation accordingly.

Did you share your old 1.43 levels somewhere? ;) My pack Lemmicks is the only one I am aware of that was created after the culling of the gimmicks. Everything else just seems to be a remnant from former times.


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(funny pseudo !)

You think so? :D Do you know where it comes from? ;)

It's not easy to find out, because by now, when you google for these two words, you're going to find more posts by me than links to the actual source of the name...

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