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Messages - Strato Incendus

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601
NeoLemmix Main / Re: NeoLemmix Old Formats Installer Files?
« on: September 26, 2020, 08:17:29 PM »
Ah, you mean because all the important information (minus the styles) is included in the pack? ;) Really good thing now that I've shared my styles folder back then with Old-Formats LWT, as well as sharing all of my custom sprite recolourings for New Formats as soon as I had made them. Or at least I believe I've uploaded all of them. Anyways, in case a certain type of sprite went missing, thanks to the recolouring feature, they're now easier to recreate than ever.

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What kind of laptop did you end up buying? What about your previous one?

The current one is a Lenovo Legion 7, 15". The old one was an Acer from 2010, which started out at 4 GB RAM and 256 GB hard disk (non-SSD), but when said hard disk broke in 2018 while working on LWT, I exchanged it for an SSD and also increased the RAM to 8 GB, which was the maximum possible.

If you look up the Legion 7, you'll probably find that it has quite a hefty price tag. But I hope it will endure at least as long as the Acer - and since I know I can't upgrade the RAM or anything about it, because most modern laptops are "sealed shut" with nothing to screw open, any kind of upgrade I might have done later otherwise already needs to be built in.

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If you're not already doing it, I would also recommend getting an external hard drive and backing up your files to it in addition to backing up to Dropbox. At least in this way, the advantage is that no internet connection is required to access the backup files on the external hard drive. Nowadays, external hard drives tend to be quite cheap as compared in years before. If your budget can allow it, you can get an external SSD drive for faster backing up. I remember back in 2008 while I was in college my laptop had to be reformatted due to being infected by a virus, and I felt so glad that I had been backing up my files on a weekly basis and was able to restore all my files.

I already have an external hard drive (1 TB) - that's where I took the system image from. ;) This is also the way I recovered from the crash during World Tour development - in that case, my system image had just been a few days old. But apparently, December 2018 was the latest one. Sadly, new system image backups often failed whenever I tried to create one (be it for lack of space on the external hard drive, despite its 1 TB size, or just because creating those backups took my laptop so long that it was always interrupted by something).

The reason I started saving every smaller file in Dropbox is because I live pretty close to a forest. And when the first crash happened (August 2018), risk of forest fire was quite high here, so I thought "What use does an external hard drive have if I need to leave quickly? Then both my PC and my hard drive are in the same place and can be destroyed."

Thus, ironically, the existence of my external hard drive did me more harm than good this time:
Had I known that my rebooting attempt would fail, I would have extracted the old SSD hard drive directly. Then all the current data would still be on it (from between December 2018 and now). The system image allowed for a temporary recovery, but only for a couple of hours today - and it came at the cost of everything that was on that hard drive from between December 2018 and now. Because of course, a system image overwrites everything on the target hard drive.

December 2018, that's a few months after the initial release of Old-Formats LWT. And shortly before the test version of New Formats with the Shimmier was released. Lemmings Open Air pretty much revolves around the Shimmier completely.

All my levels could be retrieved from Dropbox.
However, some of the older New-Formats levels produce errors when I open them in the editor, telling me "an object reference was not linked to an object instance"?
This is a rough translation of the German error message; it refers to "JIT" debugging (just-in-time debugging).


For Lemmings Open Air, I fortunately uploaded the ZIP file containing 111 of 120 levels just a few days ago. So I can just replace my versions of the levels that display this error with the ones from the ZIP file. And this error has so far only occurred on some of the earliest levels made for Lemmings Open Air. This is a small minority, and none of my newest levels made shortly before the crash were affected.

I'm a little worried about Lemmings, Drugs, and Rock 'n Roll and Lemmings: Hall of Fame now. Because I haven't shared any test versions of those yet. So even though they're also complete in Dropbox, those copies are all I have (the earliest ones might also be on the external hard drive, and those would be the most crucial ones).

Maybe namida can tell me a little more about these JIT debugging / object-instance errors? If it's just something present or absent in the level text file, it should be potentially easy to fix.

602
NeoLemmix Main / NeoLemmix Old Formats Installer Files?
« on: September 26, 2020, 06:10:22 PM »
So, once again my laptop crashed during the development of a pack. :devil: It happened for the first time two years ago during the final stages of Lemmings World Tour, and now of course it had to happen again during the final stages of Lemmings Open Air.

Fortunately, I had backups of all the levels in both cases - in this case I had everything in Dropbox. However, while last time it was only the hard drive that needed to be replaced, this time my laptop was thrown into a loop of constant rebooting. I was able to fix it with a system image recovery, resetting my laptop to December 2018, and then dropping all my New-Formats level packs back in from Dropbox.

The first crash occured while I was working on a level for Lemmings Open Air - I was able to recreate it from my hand-drawing and from memory this morning. I also still got the opportunity to fix some levels from LOA that had broken due to the Glider-Faller physics change. But eventually, the rebooting loop returned. Well, that laptop was 10 years old, after all; I had just upgraded its hard drive and RAM to the maximum that was possible after the last crash in 2018. So I hoped it would still last longer. But even attempting to re-install Windows from USB disk or CD didn't work.

Long story short: I rushed to the store and got myself a new laptop. I am still going to try to access my SSD hard drive from the old laptop to extract all the files. But of course, the system image recovery that reset it back to December 2018, even though it was the best chance of saving the laptop as a whole, of course deprived me of all of my newer files. I just took the risk because basically everything I worked on since that last crash in August 2018 I immediately saved in Dropbox, so I knew I wouldn't lose much.

So now I need to re-install NeoLemmix - and not just New Formats, but also Old Formats (10.13) and Very Old Formats (1.43). ;) Most importantly because I want to continue maintaininig Lemmings World Tour in both formats. But also because kaywhyn picked up my first two packs (Paralems and Pit Lems) this weekend. So of course, I at least need to be able to play them again myself to evaluate his feedback. And if for nothing else, ensuring playability of older packs is why we always keep old versions available.

However, on the NeoLemmix website, I now only find the Old-Formats player exe file, but not the rest? Meaning, whatever folders I need for the skill panel, gfx, editor etc. The styles I can all get from my Old-Formats Lemmings World Tour thread (which is especially important because I modified some of them, as you might remember).

I assume it's still possible to download version 10.13 (and version 1.43) somewhere - otherwise kaywhyn and ericderkovits (who recently replay-watched Lemmicks) wouldn't have been able to look at these older packs of mine just recently. ;) I just don't know where to get them from?

As I said, I might be able to salvage them from the SSD of my old laptop, since I already had those older versions installed back in December 2018. And this time, I assume it was not the hard drive itself that broke (as a storage space), but "just" the operating system. But I might be wrong. So I'd feel a lot safer if I simply knew from which online resource I could retreive those older versions.

603
Level Design / Re: [DON'T] Binary win conditions
« on: September 24, 2020, 09:42:04 PM »
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Now you know why I don't like viewing solutions before I have solved the level myself first and how I just have a high level of patience when it comes to solving levels in Lemmings.

I don't necessarily think the first part is particularly special about you; that should be any Lemmings player's default state. :P At least particularly in NeoLemmix, where figuring out the puzzle usually is the sole challenge, and its practical implementation / execution is entirely non-challenging.

Watching replays, from a player's standpoint (not a level creator's standpoint), is really just for when you're absolutely stuck. Even then, I usually just watch up to a point where I can derive a first hint from the replay, and then stop watching so that I can still figure out the rest of it myself.
This works especially well with IchoTolot's replay videos on YouTube, because you can just halt them in place. ;) With a replay file within the NeoLemmix player, you always have to switch between cancelling to try your on solution, then probably reloading the other user's replay again etc.

The second part, however - your high level of patience - that is probably what sets you apart much more from the average level solver. ;) As they say "when the going gets tough, the tough get going". :thumbsup: My patience as a level solver definitely wears thin quickly, especially when I encounter one of my "immediate turn-offs". :evil:

604
In Development / Re: [NeoLemmix] Lemmings Uncharted (In development)
« on: September 24, 2020, 02:53:43 PM »
Thanks for providing some insight on your level design approach! ;)

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So far, I spent more time to make this level than any other levels.(about 3.5 hours)

I can imagine! :D I assume a majority of that time went into carving out those musical notation signs?

Since we spoke about NepsterLems, I know that Nepster's level "A study in scarlet" (quite a visually striking one, being made entirely of red square blocks) was actually pieced together out of the red letters from the original Fire tileset and then cutting away excess by using the erase-terrain feature. I guess this was done because NepsterLems was developed when only original tilesets were available (or even in a completely different engine than NeoLemmix?). Today it would be much easier to create such a level made out of red square tiles using e.g. the L2 Circus tileset.

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I haven’t played Nepsterlem so I can’t say much about that. But I assume my pack will be easier than United. I personally think some of my easiest levels are much easier than those of United and some of my hardest levels are a little bit easier than those of United so far. (If I were to put my contest levels in this pack, I will put them in around 3rd rank assuming that you’ve played any of my contest levels.)

No, I haven't engaged with the level design contest at all. ;) I prefer to play complete packs instead of these "community compilations". I did play some Level-of-the-Year nominees a while ago, but none from the regular level design contests. So feel free to put your contest levels in the pack, and I will be able to approach them with a fresh mind and completely "unbiased"! ;)

605
Level Design / [DON'T] Binary win conditions
« on: September 24, 2020, 11:11:41 AM »
I've been noticing a pattern recently across various games that seems to spark frustration in players, both in me and others. Once I had become aware of this, I started thinking back whether I had encountered it in Lemmings level as well - and yes, I did. It just didn't occur to me back then that this design choice might be a general flaw, if not to say a cardinal sin of game design, instead of something specific to (custom) Lemmings packs.

Thus, most of my "ranting" in this thread will refer to other games than Lemmings ;) . And I'm not planning to hit on any specific custom level pack here. I'm just sure that we all can think of levels where we encountered this type of obstacle.

I'm talking about what I've heard being described as "binary win conditions".
A case in which the difference between success and failure comes down to a single aspect that also happens to be hard to control.
Consequently, the chance of hit or miss basically amounts to the toss of a coin. In other words: It's random. ;) As a result, frustration arises with both outcomes.
- In case of failure, the player is frustrated because they feel there is little they can control to improve the outcome. All they can do is try again and hope for the best.
- In case of success, the player can't really attribute it to their own skill, because (unless they're extremely lucky and succeed on the first attempt) through the previous failures they know the outcome is basically random. Meaning, they externalise their success as "I've just been lucky this time". They will be glad it's over, yes, but it's not something they will enjoy looking back on as a proud achievement.



Here are some examples of games that made me aware of this general pattern:

Magic: The Gathering (click to show/hide)


Star Wars Episode I Racer (click to show/hide)

With examples 2 and 3, because both are video games, knowing that these binary win conditions appear at certain fix points of the game is also hugely detrimental to their replay value: Because you always know you have this huge roadblock ahead of you that basically comes down to chance. This divides every repeated playing experience into a "before" and "after". Kind of like what traumatised people report about their lives... :lem-mindblown:
During the "before" stage, you can't really enjoy the game, because you know the binary win condition is still coming, the dreaded thing is still ahead of you.
During the roadblock, you don't enjoy it, for the reasons stated above - you're just all tense the entire time and simply want to get it over with (again).
And afterwards, while you may be relieved about it being over, a good chunk of the game is now already over, as well. Usually the best part (because most developers tend to put more effort into the early parts of a game, while at the end, they're under time pressure to finish up the product and start losing their creativity). But the best part of the game you couldn't enjoy as much as you would have liked to, because at that time you still had the known roadblock ahead of you.



In original Lemmings, the classical example of a binary win condition is the aptly named Mayhem level "All or nothing":

Spoiler (click to show/hide)

In NeoLemmix
, we rarely have such binary win conditions in terms of execution difficulty. We do however have them in terms of puzzle difficulty.

In particular, this comes up when a certain obscure skill  trick is required, and, similarly to "All or nothing", this trick is the main or even the only thing the level requires:

- If the player happens to know the trick is possible, the level is an auto solve.
- If the player doesn't know the trick is possible, and the level isn't set up in such a way that the player is bound to find out eventually, the level becomes a complete roadblock. Because the knowledge required for the intended solution isn't even part of the player's considerations.

Examples from original Lemmings would famously "I have a cunning plan" and "No added colours or Lemmings".
Spoiler (click to show/hide)
"No added colours or Lemmings" usually gets a pass, because it has a clever solution overall that even makes it the best level in original Lemmings in the eyes of many.
"I have a cunning plan" is the worse offender here, because it's really just about knowing or not knowing the trick. There is an alternative solution, the one that I've been using at a kid. But it basically just requires you to have knowledge of the "No added colours or Lemmings" trick at this earlier level, plus it's much harder to execute:
Spoiler (click to show/hide)

In custom packs, I've encountered binary win conditions e.g. on two levels that both used the Blocker-Basher turnaround / cancel trick. Even though I was later told by the level designer that neither of the two levels where I saw somebody else use this trick actually required it, to this day I still can't think of any other solution for it than using this trick.

With a bunch of skills - and a bunch of tricks regarding their combinations - being available by now, binary win conditions also explain the split that we've been observing in the player base for a while now: Meaning between very skilled and very casual players. And this has been reflected by a split in pack difficulty, between a lot of very hard packs (designed by players who know all the tricks) and very easy packs (designed by newcomers), with few packs in the middle or intermediate difficulty category:

Once you know about the tricks, they become self-evident. You start looking for all kinds of affordances in the level landscape where you can employ them.
However, as long as you don't know them, levels requiring such tricks from you as part of their intended solution (and doing a good job at enforcing them, i.e. being backroute-proof) will be complete roadblocks until you read up on the fact that trick X is even possibly in the first place.

As someone who likes inventing solutions revolving around obscure skill tricks and combinations, this is something I should probably take to heart more frequently
- considering how much such binary win conditions frustrate me whenever I encounter them in other games. ;)

I think the main reason I resort to levels based on skill tricks so much is because I suck at hiding things in plain sight. I can of course create "resource-conservation" levels, but such levels are generally open-ended and will usually leave the player with a lot of remaining skills, instead of all skills being accounted for. This is basically not much different from the issues I've been criticising about X-of-everything levels, yet this is what even my own resource-conservation levels often end up looking like.

Meanwhile, some of the most amazing puzzles I've seen are technically just "additive" challenges, meaning all the skills are used in fairly standard ways, not in obscure skill combinations. And yet, when you approach these levels in a standard manner, you always find yourself one skill short, and you can't figure out why, until you do. This is explicitly not a binary win condition ;) - the level just somehow makes you overlook the obvious, but there are many ways you can ultimately arrive at the correct conclusion.

I've tried to bridge the gap between the "trick-aware" and "non-trick-aware" players via the Noisemaker rank in my pack Lemmings World Tour. However, some of the hints instructing the trick where clearly too vague in the beginning. Thus, I probably created a roadblock of a binary win condition as early as level 08 in the pack, "Glide and joy", which I could only remove by spelling out the trick in the pre-level text explicitly.


So it seems like this is something we all occasionally do. ;) Maybe we should try doing it less in our future levels?

606
Level Design / Re: Defining the classic 10 skills
« on: September 24, 2020, 09:29:01 AM »
I think I have to slightly adapt my choice from my previous post regarding the new "Classic 10 skills". Based on the principle "watch what I do, not what I say", I've noticed that a lot of the "classical" levels I designed for my Lemmings 2: The Tribes-inspired pack Lemmings: Hall of Fame feature, if they go beyond the classic 8 at all, Shimmiers and Jumpers, not Walkers and Jumpers.

Thus, my classic 10 skills, as established empirically by my level design, would be:
Jumper, Shimmier, Climber, Floater, Bomber, Blocker, Builder, Basher, Miner, Digger



I believe the reason is that the Shimmier is slightly less broken than the Walker while at the same time adding more design options to a level.

Both the Shimmier and the Jumper can still be (ab-)used to cancel other skills, especially destructive skills mid-swipe.

They are however much more situational if you want to use them to turn a lemming around:
- A Shimmier needs to land on a ledge leading towards a wall (assuming there isn't one already on the ground where he was walking before, because then he would turn around anyway)
- A Jumper needs to jump into a wall (again, assuming it doesn't touch the ground, because such a wall would make him turn around no matter what)

In other words, both the Shimmier and the Jumper still require some sort of wall, as any other lemmings do, to turn around. The Walker is the only skill that gives lemmings the option of turning around on a whim, out of thin air. Plus, Walkers can free Blockers, which neither Shimmiers nor Jumpers can. And freeing Blockers in creative ways is often one of the main challenges of highly advanced puzzles.

607
In Development / Re: [NeoLemmix] Lemmings Uncharted (In development)
« on: September 24, 2020, 09:18:52 AM »
You clearly pay much more attention to designing the visual details of levels than I do. :thumbsup: I never would have had the patience to e.g. place all those small green pieces of grass in the dirt level "Dead Lems Society". But it looks awesome! Certainly time worth putting in!

As I said in my previous post here, of course I'd be interested in playtesting this pack once it's complete. Note that the only other pack I've playtested so far was Lemmings United... and I didn't get beyond the first rank, so my testing probably wasn't all too helpful for IchoTolot (but at least I've found some backroutes on the first rank, so better than nothing :thumbsup: ). Maybe I was a little harsh on myself back then for being frustrated that I couldn't test more of the pack - little did I know that I was part of a group of players testing the most difficult pack in history.

So I hope this one is going to turn out at least slightly easier than United. If it's as difficult as NepsterLems, that will already be tough, but I've started making progress into the final ranks of that pack, so I probably wouldn't be completely lost.

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And I'm thinking of increasing the total levels from 100 to 120.
Maybe I'll left 5 main rank as is and add a bonus rank consisting of 20 levels.
And they will all features 20th new skills that will be implemented later.

Ah yeah, same as with Lemmings Hall of Fame for me. ;) So that means it's still going to be a while until the first test version is available, I assume.

120 levels sounds completely fine to me - just as long as the original. Everything beyond that can become quite tedious, especially if the average difficulty of the levels is very high.

NepsterLems only has 111 leves, and it already feels very long because the average player needs to spend so much time on every single leve
l.

My first own pack, Paralems, may have had 150 levels, but it's an absolute joke with regards to difficulty. The second pack, Pit Lems, I made deliberately shorter (100 levels only), because it was intended to be more puzzling.
Then of course I made Lemmicks (170 levels) and Lemmings World Tour (320 levels), revealing that I'm a total hypocrite when advocating for shorter level packs. :evil:
The reason those packs became so long was because of the spectrum I wanted to cover (large choice of gimmicks and a large variety of geographical locations / song titles, respectively). The puzzle difficulty of Lemmicks was also rather accidental; I was expecting the gimmicks to make the pack more whacky and weird, like Paralems. And with Lemmings World Tour, the puzzle challenge always came second to music and aesthetics (which one player also criticised).

Most level designers tend to prioritise the puzzle challenge over everything else ("top-down" level design). And with you having solved United, I assume this is the case for this pack as well. ;)
Even though these levels look astonishingly pretty, so maybe terrain shape and visuals indeed come first for you, and you develop the solution based on that ("bottom-up" level design)?



It's quite fascinating what makes a level pretty when its shape is still an "abstract" one, rather than depicting anything specific or "realistic", as e.g. Colorful Arty likes to do in his levels (where he e.g. painted a train, a toad, a robot etc. with level tiles). Those levels, just like my geography levels, can be judged in aesthetics based on their degree of realism - how accurately they portray what they set out to depict.

In case of abstract level shapes, however, "pretty" seems to arise more from simply a nice mixture of colours, and large chunks of terrain filling out the screen in a satisfying manner.

608
In Development / Re: Lemmings Open Air [111/120 levels completed]
« on: September 24, 2020, 08:56:03 AM »
Thanks a lot, Armani! ;) I wasn't sure whether your schedule would allow continued pre-release testing of this pack.

So you and kaywhyn are definitely going to be the first ones to receive the complete first draft of 120 levels once they are ready! :thumbsup: Let's see how far I can get this weekend...

609
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Haha, I see what you did there with "para-llel."

Well, the pack is in fact called Paralems because its philosophy runs parallel to / strays from mainstream NeoLemmix puzzle philosophy. ;)

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You're in luck. The plan was for me to do Pit Lems after I'm done with Paralems anyway. Still, you're more than welcome to collect my Paralems replays too.

Alright then - I just hope nin10doadict's Let's Play was sufficient to help me exterminate all the backroutes. :D I'm already mentally preparing for new ones, though.

Note right from the getgo that the level "Crossing the Nile" seems unfixable; the intended solution is just way more complex than any shortcut one could come up with.

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I'm a completionist, so I plan to eventually tackle all the packs that are currently available, including Old Formats.

It's funny, because both you and ericderkovits describe yourselves as such. However, for you, "completionist" actually seems to mean "play all the packs", whereas for eric it just means collecting the replays.

Once you get to Lemmings World Tour, i.e. become a Lemmings musician, I guess that would make ericderkovits your hardcore fan who travels around with you and picks up everything you drop... :P And who collects all of your releases, including special re-issues and such. 8-) And then he places them all in a museum and starts writing your biography...

610
In Development / Re: All the Styles
« on: September 24, 2020, 08:45:03 AM »
Hi mantha16! ;) I think this way, with the screenshots, it's much easier to come up with suggestions for level names. ;) Having the style names alone can work, but it most likely would have lead to very generic level titles, and I guess that's why nobody responded.

Of course, ideally the level title should also somehow refer to the solution. Since I don't know what you have in mind for these levels, my suggestions for their names are only based on what they look like. But it's better than nothing, I guess, so here we go:

Beast: "The pyramid of steel"
Death Egg: "Convey a message"
Purple (namida): "Tangle wire"
L2 Cave: "Bonehoard"
Fire: "Nomen est omen"
Crystal: "Net benefit"
Marble: "It's all Greek to me..."
Circus: "The merry-go-round"
Sandopolis: "Golden wings"
Relic (Freedom Planet): "I clearly suck at Tetris..."
Purple Mod: "Balls out"
Glacier: "Spikes in difficulty"

611
Thanks for sharing this again, eric. ;) At the time of uploading Paralems, it wasn't necessary to share my entire styles folder (as I ended up doing for Old-Formats Lemmings World Tour, because I had modified the original Lemmings tilesets by adding additional pieces that had been exclusive to New Formats at that point).

The cattrap was created by nin10doadict and thus was his to share. I converted it to New Formats, as far as I recall, until somebody else also converted the rest of his custom pieces (since they were required for the New-Formats version of CasuaLemmings).

I think everyone playing back in the day had the cattrap anyway, that's why it never came up. Newer members who only joined recently don't, at least not in Old Formats, since it didn't come with the standard downloads. As I said, though, I shared my entire styles folder together with Old-Formats Lemmings World Tour. So naturally, this also includes the Old-Formats cat trap (required for example for the World-Tour levels "Eye of the tiger" and "The lion sleeps tonight").

For now, I'm not really actively maintaining Paralems any longer for Old Formats - joshescue has finished the entire pack and I haven't looked at the replays to this day - since I assumed most people don't care about Old Formats anymore anyway, and Paralems is not going to be converted to New Formats. Only select levels from it will be, and those are going to become part of "Pit Lems Remastered". Some others already appear in the Encore rank of Lemmings World Tour, though, and do so in both Old and New Formats.

With the current resurging interest in Old-Formats packs, though (as in "actually playing them in the Old-Formats player"), I probably should take a look at Paralems again. Maybe I am just going to watch joshescue's and kaywhyn's replays for it in para-llel (*badumm-tss* :P ). And maybe, if they discover further backroutes (although few levels are actual puzzles, so the term rarely applies), I'm going to fix them. In case this happens on some of the levels I have selected to appear on Pit Lems Remastered, this will certainly be helpful! :thumbsup:

But overall, Paralems is definitely at the bottom of my maintenance list. Fixing Lemmings World Tour is at the top, followed by Lemmicks. The general rule with my packs is: The later the date of creation, the higher the quality. :D

612
In Development / Re: Lemmings Open Air [111/120 levels completed]
« on: September 23, 2020, 09:42:59 AM »
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That being said, I be happy to offer to backroute test the final rank of Lemmings Open Air whenever it's ready!

Thanks for the offer! :thumbsup: I will definitely get back to it very soon! ;)


Of course, that would mean you might end up playing Lemmings Open Air before any of my remaining other packs, after all... ^^ And even if you "only" test the final rank, while the levels on the previous ranks should be a lot easier for you after that, one never knows... sometimes people get stumped by stuff the level designer thought to be totally obvious.

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IIRC, I pointed them out as some of the best levels in the Nostalgia rank of Lemmicks.

Oh, really? ;) Thanks, maybe I've overread that. Especially because I didn't put too much effort into those particular levels ("Nuclear waste disposal" and "Reach for the stars"). Maybe the solutions you found to them were much better than the intended ones? :D

Now you've made me even more curious to check out your Lemmicks replays. Probably something I will have lots of time for once Lemmings Open Air is in its testing phase. :thumbsup: (Unless testers keep reporting backroutes for it non-stop, then I will probably be busier than ever, trying to fix them all. But I'm somewhat confident Armani's solutions already did a good amount of work in helping me to eliminate the most glaring shortcuts.)


EDIT: I forgot to report something: My replay for the Hardcore level "Forlorn skies" broke as a result of the Glider-Faller physics change. It might not mean that the level is unsolvable, though, because the height from which the Glider starts is dependent on the assignment of another skill. I'll try to manually solve the level again, hopefully everything is fine as it is. Just FYI. ;)

613
In Development / Re: Lemmings Open Air [111/120 levels completed]
« on: September 22, 2020, 06:58:11 PM »
I admire your ambition in this regard, kaywhyn! :thumbsup: Thanks for the kind words!

Considering the packs you've solved already, Paralems would probably be something you could breeze through in a single session (if it weren't for its length, 150 levels). Maybe some of the references in there might appeal to you, but apart from that, I almost fear you might be bored by it. ;)

Pit Lems is slightly mechanically challenging - and I certainly won't mind if people continue playing it in Old Formats, because it has some of the best radiation and slowfreeze levels I've made so far. ;) The same is of course also true for Lemmings World Tour.

Lemmings Open Air will of course go through a little more testing prior to release. A lot of levels have thankfully already been tested by Armani, but the final rank is almost completely untested. And considering how many backroutes IchoTolot found on the Legend rank of Lemmings World Tour, I definitely want the final rank of Lemmings Open Air to be more backroute-proof from the getgo. :D

614
In Development / Re: Lemmings Open Air [111/120 levels completed]
« on: September 22, 2020, 04:59:57 PM »
I've been keeping things quiet in this topic for another couple of months. But now, there are only 9 more levels to go! :thumbsup: (One of which is already pretty much finished terrain-wise, now I just need to come up with a solution worthy of being in the final rank.)

First and foremost: As I announced before, the level "Breakfast at Tiffany's" from the Loud rank has been moved to another pack of mine, "Lemmings, Drugs, and Rock 'n Roll" (LDR). The reason is that it used the Food tileset, which would be a flavour break (pun intended ;) ) in this pack, but goes very nicely with all the other Candy levels in a Lemmings-3D-style pack, which LDR is.


Breakfast at Tiffany's - moved to "Lemmings, Drugs, & Rock 'n Roll"

The following level has been created as a replacement on the Loud rank:


We didn't start the fire


And here are a bunch of further metal titles for the Hardcore rank! :evil:
Bands featured this time are Fleshcrawl, Amaranthe, Debauchery, At The Gates, Megadeth, Kreator,
Meshuggah, All Shall Perish, Autopsy, Keep of Kalessin, In Flames, Napalm Death...
...as well as a certain one-man band called "Bounding Innards"...
...and the band this one-man band was trying to imitate ;) .


Beneath a dying sun

Probably too much pop for the Hardcore rank, but the rhythms are complicated enough... plus, I think this one might be comparatively well-known.
And I do need some "famous" songs on the Hardcore rank as well, otherwise, what's the point of naming my levels after songs?

The Nexus

In honour of Paralems's beloved "Death Titan", I present to you...

Blood God rising

Nessy makes a guest appearance on the Rock tileset. This one might be a little easy for its position, we'll have to see.

Under a serpent sun

This is one I'm quite proud of - I think this is the most complicated solution I've ever come up with that doesn't involve any constructive skills.

Symphony of destruction


Hordes of chaos

Another instance of subliminal tileset mixing...

Clockworks

Just like original Lemmings, this pack is going to have two "Beast" levels. One is "The number of the beast", and the other one is this one:

The True Beast


Charred remains

Here's the most brutal one of all of them... 8-)

Wipe your ass with sandpaper

Yes, that on the left is the toilet-paper roll; on the right, there is a shower; in the middle is the John, and the Lemmings spawn inside it. You need to get to the sandpaper roll to pick up the skills to solve the level.


The divine land


The puzzle


When all is said and done

And because the former final level was too easy, it has been relegated to an earlier spot. Meaning, this is the final level now:

615
To be honest, kaywhyn, I haven't gotten into watching your replays for Lemmicks yet :oops: - IchoTolot has been rushing through Lemmings World Tour in parallel, and maintaining that has kept me busy. Since LWT is my flagship pack and Lemmicks is only for "very old formats", LWT receives higher priority.

I can already assure you though that your feedback for Lemmicks was as helpful as it was detailed - and I'm not just saying that because it was largely positive ;) .

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