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Messages - ericderkovits

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SuperLemmini / Re: Superlemmini's Lemmings Reunion (Finished)
« on: April 09, 2021, 01:23:08 AM »
ok, Thanks Kaywhyn, I have done that the same way the screenshot shows. It may not be nice looking but it should do the job. It's more important to stop backroutes than have a level look totally nice, and I don't think it makes the level that much worse looking. Can't be any worse than adding water to my LDC 22 Rule 1 level (which I did only for backroute
prevention-although I think with only 9 builders now, I'm not sure the level can be backrouted as before without the water.)

Anyways here is the new Ultra-Violence 1(Empyrean) ini file with the 2 new added steel blocks. Doesn't affect the replay

Also updated the level in my dropbox.

New Skills / Re: [DISC][PLAYER] New skills general discussion
« on: April 09, 2021, 12:35:56 AM »
ok solved Niesch's V7 of Just a Slide Problem (used all skills)

Also I will put the replays in this thread(New Skills general discussion and not the New Skills levels one) since the other one is just for posting the levels but not the replays.

SuperLemmini / Re: Superlemmini's Lemmings Reunion (Finished)
« on: April 09, 2021, 12:11:24 AM »
ok, some changes to a few of the levels(backroutes) that Icho did for his NL version

I didn't remove any timers though as I wanted to keep them to match regular lemmini's version.


Ultra-Violence 8 (Ten Friends) added the gap and added 1 builder, obviously I couldn't add the blocker pickup since SL doesn't use pickups.  (New replay added)
Ultra-Violence 12 (The Bubble Cave) added steel. Doesn't affect the replay.
Nightmare 21 (Rockbiter). Added steel. Note in this level there is a funky steel behavior as noted under Bugs in SL behavior. But I think it will stop the backroute since following lemmings can't go through. (New replay added-Since the steel affected it)

Nightmare 27 Unsecure Area. Added OWWs. Doesn't affect the replay.

NOTE: since there are no Up Arrows in SL, I couldn't add them to Ultra-Violence 1(Empyrean), so in SL still can be backrouted
          also in Nightmare 12 (Way into Madness),  obviously, I couldn't add the 6 builder pickups
EDIT: Thanks to Kaywhyn, I added 2 steel blocks to prevent a backroute in place of Up arrow.

here are the 4 changed level .ini's. Just put them into the lemmings reunion levels folder
          and 2 of the replays that were affected(place "Ten Friends" in the SL Lemmings reunion Ultra-Violence  replay folder) and "Rockbiter" in the SL Lemmings reunion Nightmare replay folder).

I also updated the 4 levels and 2 replays in the new Dropbox link. (First post)

ok, I discovered something strange with the steel in Superlemmini. Here is a level of lemmings reunion (Nightmare 21-Rockbiter). I'm trying to add steel to the level as Icho did in
the NL version (backroute fix). I added steel to a small strip of terrain in the editor but when the level plays this is what happens. I don't know why the first lemming can bash through but any remaining ones don't go through.

I think this is a bug.

here is a video showing what I mean

SuperLemmini / Re: [SuperLemmini] Level Packs Index
« on: April 07, 2021, 07:47:18 PM »
Hey WillLem, you can add Deceit Lemmings to your Pack index list as Kaywhyn converted it to Superlemmini

New Skills / Re: [LEVELS] New skills levels
« on: April 05, 2021, 12:09:31 PM »
ok here is another level using the 2 new skills(slider and laser).

also the music for the level.

New Skills / Re: [LEVELS] New skills levels
« on: April 05, 2021, 05:36:42 AM »
ok, with experimental version 7, I have 2 of my contest levels using the new skills.

Rule 1 level(Coming Home Lemmings), I replaced the 3 floaters with 3 sliders.
Rule 2 level(All for 4 and 4 for all), I replaced the 2 fencers with 2 lasers. However due to the steeper slope of the lasers compared to the fencer, my original solution doesn't work,
          so had to solve it a different way(which now uses 1 fewer platformer, 1 fewer walker and changed the number of jumper pickups from 10 to 8.)
          Also had to make the shimmier ceiling steel so no laser will break it due to shimmiers needing the ceiling in the solution.
          I'm not sure if people will find this now more difficult to solve than before, but I still think it's easy.

My Rule 3 level didn't have any floaters or fencers

Anyways here are my contest levels but changed with the new skills. Just put these levels inside the levels folder of the experimental player
Also the music I used, place in the music folder of the experimental player.

SuperLemmini / Re: [Superlemmini] Deceit's Lemmings
« on: April 01, 2021, 10:15:38 PM »
oh my gosh, another great pack converted to SUPERLEMMINI. Wow now it seems you are now able to convert packs that are able to be converted to SL.
Now I know, you know the ins and outs of the Superlemmini levelpack.ini and its levels and music. I remember WillLem always wanted to do things with SL but was having
problems with the levelpack.ini. So now it seems 3 people are able to do it now. Also I didn't even know Deceit lemmings was a lemmix pack or even that it only uses the 8 original skills or even that Deceit lemmings only uses the orig/ohno styles. Also I guess you know how to convert the .lvls to .inis using the old lemmix editor.  Also able to adjust exits and stuff. I didn't even know you were working on this conversion. Hopefully it wasn't too difficult with the editing as lemmings reunion took me quite a while to convert to SL due to issues with exits and traps and a lot of climber issues and a couple of levels with the basher not being able to bash mild slopes and a few with the 3 builder wall. Also making sure the levels were solvable the way there were intended.

Note: I know Nepsterlems uses also the original 8 skills but I think I remember it had a few levels using styles not found in SL.


NeoLemmix Main / Re: neolemmix is dead
« on: April 01, 2021, 08:14:26 AM »
I guess if neolemmix is dead we may ALL have to switch to SUPERLEMMINI then.

ok, here is another extremely kooky solution. v19 immortal

So kooky, I didn't even use the shimmier.

ok here is my kookiest solution ever to v18 of immortal. Had a miner and basher left.

Looks like the update and playing times are almost up. only a handful of people it seems have even played or attempted the levels.

I think only Icho, and Kaywhyn resolved my Rule 1 level. Crane and Armani played the level but haven't resolved it.

And only Icho, Kaywhyn and Armani played and solved my Rule 2 and 3 levels. Nobody else even attempted those 2 levels.

Of course I played them All and solved them all. Although Crane isn't satisfied with his Rule 3 level still.

NeoLemmix Styles / Re: Chalkboard Lemmings
« on: March 26, 2021, 08:24:05 PM »
Although it was in the Neolemmix Styles board, it is still a pack, so I got this one, since I didn't have this either.

ok, Here again are 4 solutions version 16(Immortal) None are that fiddly.

Solution 1 1 skill left (builder)
Solution 2 1 skill left (miner)
Solution 3 2 skills left (basher and digger)
Solution 4 Used all skills

Remember don't forget your Wood Iron Club when going to the Golf Course.

Lemmings Main / Re: [DISC] The Backroute Debate
« on: March 24, 2021, 02:04:41 AM »
Yeah, I don't think there are enough easy packs out there. We definitely need more. Especially for me, since I'm the worst puzzle solver out there.

Also don't worry about the backroutes for Rule 1. It's harder to patch them since Rule 1 doesn't allow pickup skills. Also my rule 1 level needed about 4 updates, since nobody was using all the skills (mainly the blockers) so I had to reduce the builder count and make small other patches to get the intended solution. Although the level still is quite ugly with the water. It's only in the level for backroute prevention otherwise I would remove it.

Backroutes will always be a thing with lemmings. It's just the nature of the game. Many times it may take several patches to get the intended solution.
I even had to fix my own Rule 1 level even before version 1, since I backrouted it several times. That's why there is so much steel in the level. And even after I thought I patched it for the contest, it still needed 4 updates.

And as far as Backroutes, I don't want them in my levels. I don't mind variances though, as long as the intended tricks are there.
And I don't like backrouting other peoples levels either. Example is Colorful Arty's Artlems Modernist 6. In version 1, I backrouted it so badly, I hated my own solution to it.
And even though Artlems is at Version 1.3 that same level is still backroutable. But I was so frustrated at it, I wanted to solve it by getting every single pickup skill. Even though that still might not be the intended solution, at least I'm satisfied solving the level by getting every pickup skill(although not necessary).

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