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Messages - DireKrow

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106
I finished the Tricky difficulty, so time for more thoughts. L3DRs attatched.

A general comment which applies to all of these is that they're memorable. Even though I played through them over a few days, I had no problem remembering which level was which just from their name. That's a good sign. Overall, I'm thoroughly enjoying this pack so far.

Level Comments:
Spoiler (click to show/hide)

Level rankings (favourite to least):
Spoiler (click to show/hide)

I'll be busy over the next couple of days, but I look forward to getting started on Taxing soon. Particularly since you've indicated on the discord that it has many of your favourite levels from the entire pack.

107
NeoLemmix Levels / Re: [NeoLemmix] The Krow Files
« on: February 24, 2020, 02:06:11 AM »
Thanks for playing the levels :laugh:

All of those are intended or acceptable alternatives. If you end up needing any hints for 4 or 5, let me know.

108
Been looking forward to this. Lemmings 3D was my first (and only) lemmings game as a kid. Coming back to it has been fun, even if wrangling the camera and relearning the nuances of the mechanics has been difficult.

Finished the Fun difficulty. L3DRs attached.

Level comments:
Spoiler (click to show/hide)

Level rankings (favourite to least favourite):
Spoiler (click to show/hide)

109
NeoLemmix Levels / Re: [NeoLemmix] The Krow Files
« on: February 21, 2020, 11:44:09 AM »
Thanks to the people here and on the discord so far who have tried them <3

File A v1.2 is out. Downloads are in the OP.

Changes:

Unstable Elements: Fixed a small shortcut discovered by Namida.
Around The Block: Terrain redesigned to hopefully fix multiple backroutes discovered by Namida and myself. Release rate also adjusted.
Scratches In The Walls: Change to skill loadout and minor change to terrain. Done to ensure that some known alternate solutions engage with a particular part of the puzzle.

110
NeoLemmix Levels / Re: [NeoLemmix] The Krow Files
« on: February 20, 2020, 10:43:43 PM »
File A v1.1 is out. Downloads are in the OP.

Changes:

Unstable Elements: Fixed backroute discovered by Proxima.
Around The Block: Fixed backroute discovered by Armaniii.
Scratches In The Walls: Change to skill loadout. Adjustments to ensure an alternate solution still uses all of the non-climber skills.
Abyssal Descent: Change to skill loadout. Partially fixed backroute discovered by Armaniii. The route is still possible, but uses more skills and skips less of the puzzle than before, so I'm accepting it as an alternate solution.

111
NeoLemmix Levels / [NeoLemmix] The Krow Files
« on: February 20, 2020, 01:00:56 PM »
The Krow Files

Greetings everyone~ I've decided I wanted to try my hand at making some levels in NeoLemmix. While I may eventually make a significant level pack of some sort, for now I wanted somewhere I could release the odd level or two, without committing to such a big project. This thread is where those releases will be. Introducing: The Krow Files! Over time, I'll release levels in small groups, usually with the levels in a group following a similar sort of style or being inspired by the same thing. Each group (or "file") will be a category, labelled File A, B, C and so on, expanding casually over time.

I consider the creation and maintenance of these levels to be a learning experience. If you do happen to play the levels, let me know what you think! I'm definitely open to feedback or suggestions, with the goal of improving future levels that I make. I encourage you to provide replays too, since not only will that help me identify and fix any backroutes, but seeing the paths of more experienced players is often a good source of ideas.

The download at the bottom of this post will be for all of the levels and metadata I've released thus far in one big pack. Beneath each heading is the downloads for the levels and solution replays of the individual files.

---

File A — First Levels (v1.2)

Spoiler (click to show/hide)

---

The Krow Files Download: https://www.dropbox.com/s/fitq5psjlt0x2i4/KrowFiles_12.8.zip?dl=1 (includes all of the levels and metadata; extract into NeoLemmix's home directory; tested using v12.8, compatibility with earlier versions is not guaranteed)

Enjoy~

112
Reviews / Re: Level Review - Lemmings Plus I (formerly LPDOS)
« on: February 19, 2020, 10:53:21 PM »
Wimpy 12 - Only One Place To Go



Lemmings: 50
To save: 49
Release rate: 75
Skills: 2 Climbers, 1 Bomber, 1 Blocker, 1 Builder, 3 Bashers, 1 Digger

Good: One of my favourites from Wimpy. I like that it escalates Mild 6 in a way that's immediately understood: there's two groups but only one digger. The talisman is great and results in a cool discovery for new players (like me) who didn't consider combining skills in that way.
Bad: Decoration is sparse. Ultimately, the talisman solution is much simpler than the 'regular' solution, so if an experienced player spots that solution first, it renders the puzzle trivial by comparison.

113
The exit object in the SMS Crystal style repeatedly bobs up and down by a pixel. Seems unintentional.

114
I think the fact it took so long for anyone to notice is testament to the fact that the bug remaining in the game wouldn't be a big deal.

I think it's better to just leave it and risk not creating compatibility issues - at least not until another, more vital physics change occurs that would create compatibility issues anyway.

115
Reviews / Re: Level Review - Lemmings Plus I (formerly LPDOS)
« on: February 16, 2020, 07:32:34 PM »
Wimpy 9 - It's A Thin Line!



Lemmings: 60
To save: 54
Release rate: 85
Skills: 30 of each Climbers, Floaters, Bombers, Blockers, Builders, Bashers, Miners, Diggers

Good: Nice gentle introduction to building to walls to bash through it. As a tutorial level, I like that focus was placed on it by making containing the crowd a comparatively simple affair.
Bad: Visual design is a simple. Not the best use of space, since the active play area is entirely in the top half.

116
Challenges / Re: [NeoLemmix] Skills you can't live without
« on: February 15, 2020, 01:48:02 AM »
Medi 20 "The Diving Board" improved from 2 floaters to 1 floater. Replay attached.

117
In Development / Re: [NeoLemmix] NeoLemmix Introduction Pack
« on: February 13, 2020, 11:14:15 PM »
Second half of Basic Training:

Spoiler (click to show/hide)

Attached are the replays of my first successful solutions

118
In Development / Re: [NeoLemmix] NeoLemmix Introduction Pack
« on: February 13, 2020, 07:19:40 AM »
Quote
From the perspective of a brand new lemmings player, I think the release rates are a little high across the board in Skills and Objects.

If you're comparing to the release rates in the DOS / Amiga / etc games, do keep in mind that NeoLemmix release rates aren't equivalent to the same number RR in DOS. A DOS release rate of 1 would be RR 50 in NeoLemmix (with NL's RR 1 being much slower than any valid value in DOS).

The reasoning behind this is that, in DOS, every two consecutive values are identical in terms of their in-game effects. For example, there's no difference between 98 and 99. NeoLemmix "un-duplicates" these values, then uses the extra space created (values below 50) for new, even-slower RRs.

Nah, I played the NL conversion of them. I'm unfamiliar with the actual original release rate. I just based the comment on how I felt.

To elaborate: In a lot of the Skills levels there is no actual danger, so release rate wouldn't impact the solution. But a low release rate means it's easier to see how mechanics work in isolation. You can see how a miner's animation digs out its tunnel without a bunch of lemmings getting in the way of it. You can see the dig/bash/mine/build zones of lemmings when you hover them without it flickering as other lemmings walk past. You can easily pick the lemmings you want to assign skills to without accidental misclicks. Things like that. My philosophy would be to err on the conservative side of release rates in early aimed-at-new-players tutorial puzzles. Reduces stress, increases clarity.

I remember while doing the Fencer/Miner level the first time, I stopped and had a look at where I needed to go next for a few seconds, and by the time I'd gotten back to my lemmings, the hole they were in was filled up. New player would have a bear of a time trying to mine correctly in the situation.

119
In Development / Re: [NeoLemmix] NeoLemmix Introduction Pack
« on: February 13, 2020, 12:07:03 AM »
I am a fairly new lemmings player. I've played Fun through Taxing of the original, but nothing else. Skills that weren't in the original are new to me. I thought I'd give my perspective as I play through.

General Comments:

Spoiler (click to show/hide)

Level specific comments:

Spoiler (click to show/hide)

Attached are my replays so far and the alternate (unintended?) solution to Block & Blow

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