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Messages - Nepster

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1666
In Development / Re: NeoLemmix Community Pack
« on: March 23, 2015, 10:28:02 PM »
Author guess: Nepster – A small, hard, technical level.
As it seems that I already have a certain reputation, I may as well post another such level :P. Not sure, whether it is suitable for a Community Level Pack, but that is for others to decide...

PS @namida: May I remind you of
Currently noted suggestions [for NeoLemmix Editor]
> Handling deleted pieces in the fashion the original Lemmix editor
If you want to know why, then try to count how many terrain pieces I needed for that branch and how deeply they are stacked. Or even better: Try to recreate it.

1667
Forum Games / Re: Family Feud 2015
« on: March 23, 2015, 10:11:31 PM »
... unless there are other procrastinators like me. :lix-blush:
There are  :lix-blush: :lix-blush:. Just handed in my answers.

1668
Lix Main / Re: Skill keys vs. positional keys
« on: March 23, 2015, 05:14:16 PM »
However, from the hypothetical point of view of a player interested only in the single-player side, the advantage of skill keys doesn't really outweigh the difficulty of learning them.
From the very real point of view of a player interested only in single-player, still keys do outweigh the difficulty of learning them (at least for the more common skills). Not really because you are faster, but because otherwise...
...you will end up distracting yourself from the game by looking at the skillbar all the time.

One more reason against adding the option of positional keys:
I feel that it is easier to learn still keys from the scratch, than changing from positional to still keys once you are used to the first ones. So while positional keys might make the start easier for new players, it might be counter-productive on the long run.

A few impressions from someone, who was used to L1/Lemmix before starting on other Lemmings clones:
When I first played Lix, I immediately restored the L1/Lemmix hotkeys F- for the old skills and moved the others to convenient places. As I mostly use Lemmix, they are still there.
On the other hand the positional keys of NeoLemmix still continue to confuse me: Most of my mistakes in NeoLemmix come from pressing F7 and then stoning my lemmings :(.

1669
Lix Levels / Re: Lix Double-Level Contest 2014
« on: March 22, 2015, 06:27:16 PM »
As Akseli suggested, here are the arguments for giving my votes. Note that I rated the levels compared to each other. So a low number does not mean, that I disliked the level, but just that I liked the others more.

16 x 16 / Planet Dulux
appearance: 10 (as already mentioned above: very clever ornaments around the level)
Fun: 9 (wide variety of skills makes for huge amount of possible approaches)
orig: 6 (the solutions to the two levels are too similar)

Amethyst Nightmare Shrine / Temple to the Frog Gods
appearance: 5 (mostly because I simply don't like pink, but as well because of certain asymmetries in the terrain)
Fun: 6 (well, the lixes certainly had much fun with being flung around, but they never landed where they should :lix-mystery:)
orig: 8 (without knowing the solution to Nightmare Shrine this is really hard to evaluate)

Cirque Du Solix / Cirque Du Solix (part 2)
appearance: 3 (there is simply no harmony between the different parts of the level. It feels like that functionality had a much higher priority than appearance here)
Fun: 4 (somewhat too easy and straight-forward for my taste)
orig: 6 (different solutions, but both are not really something special)

Eyesis (Part I) / Eyesis (Part II)
appearance: 5 (Not much decoration and a few terrain pieces were off by one pixel)
Fun: 3 (time limit :lix-evil:; needs some fiddling around to make the correct approach work)
orig: 8 (solution of Part II is not terribly interesting, but certainly completely different from Part I)
Author: Hard, technical and need of precise placements of skills and lixes - that reminded me of some levels in Akseli's first level pack. And I don't remember Akseli complaining much about time limits. True, the terrain design resembled more geoo's ones, but I already had matched geoo with Planet Dulux/16x16.

The Climber Predicament / The Floater Predicament
appearance: 7 (looks better from the preview screen than while playing)
Fun: 8 (some clever thinking needed here)
orig: 3 (the very same, nevertheless interesting, solution works for both levels. So a deduction was due to not properly fitting the design rules of the contest)

@Akseli: Where do you see the three cracks in Lixtown. There is certainly one at the lower right corner of the house, which was unfortunately necessary, but could you please point out what you consider the other two cracks?
And my comment was not meant as a red herring - I honestly wanted to give people more time to solve (your :lix-wink: level) Eyesis and perhaps get some solutions to my update as well...

1670
Lix Levels / Re: Lix Double-Level Contest 2014
« on: March 21, 2015, 10:27:20 PM »
Thanks to all for hosting, creating levels and solving them :thumbsup:!

In the visuals, I was especially blown away by the completely unexpected use of the occult tile-set by Akseli. Wow, I never imagined it would be used like that.
That was my reaction as well.

The levels I found most fun were Planet Dulux/16x16 and the Climber/Floater Predicaments. Unfortunately the Predicament levels had (in both versions) a solution that worked for both levels (that's why I send möbius only replays to the two versions of Floater Predicament).


Comments on my own level:
There is actually a part 3 to this level, see attachment (including my intended solution), which still fits within the framework of this contest. 
Also, Nepster's jumbo-lixes were really neat! I wasn't exactly sure how you did that until I opened up the level in the editor. Creative!
Thanks, but this was not really creative, but just a huge, huge amount of brainless work. Never ever expect me to do something similar again: Putting about 2000 terrain pieces in one level that does not even fill one single screen is an experience I definitely do not care to repeat :lix-scared:.

@geoo: I only got your replays now. Unfortunately I have the same problem as Akseli :lix-sad:.
@Akseli: For sake of completeness I attached my solutions to Cirque du Solix, even though they are nothing special.

1671
Closed / Re: Player Bugs / Suggestions
« on: March 18, 2015, 08:28:03 PM »
Not really a bug, but just to notify you about the following behaviour of miners and one-way-walls: When mining in the wrong direction of a one-way-wall at a slight increase, the lemming moves for one frame one pixel into terrain. Under very specific circumstances, this can be exploited: The solution to the attached level requires abusing this behaviour.
I am using V1.30A for both the editor and the player.

1672
Levels for other engines / Re: Lemmix Level Pack Topic
« on: March 17, 2015, 08:54:33 PM »
Solutions to the latest update of Mobius06.

Ascension is a brilliant level :thumbsup:, even though I needed pixel-precise skill assignment.
I had many great ideas for Five Easy Steps, but the final solution was slightly disappointing. But it still took me surprisingly long to find it.
I suspect, that my solutions to Who by Fire?, The First Will Be Last, Cliffs of Insanity and Pearls before Swine are not quite intended.

1673
Contests / Re: Official Level Design Contests - Rules, Prizes, etc
« on: March 16, 2015, 07:15:21 PM »
And I could create ten new accounts myself and let them vote for my own level ;P.
... obviously I can't really "give myself" $10; I get to pick the contest rules anyway ...
But you can prevent having to give $10 to someone else ;). And up to now, you picked the contest rules, that people showed the most interest in. So theoretically you could use this prize to choose an otherwise absolutely unpopular topic without making others mad at you...
So, in a way, it's kind of so that two people (or however many) still get prizes, I guess?
No, prizes should go to the most popular levels. So if you get one of the prizes yourself, this should be seen by others as an incentive to learn what made your level better and then try harder next time. And the prizes don't seem to be very important to people here anyway.

1674
Contests / Re: Official Level Design Contests - Rules, Prizes, etc
« on: March 16, 2015, 06:15:39 PM »
As for none of my levels - well, obviously the rules don't prohibit me from entering (only from getting prizes), so I could do so. Due to the shared-winner nature of this contest I probably won't, but you're right, I should probably enter levels in future ones just for the fun of it. :)
I don't get the point of "contest host cannot get prizes": With the topic of the contest chosen by preferences of forum members and the winner chosen by poll, there are not much possibilities for rigging a contest (well, at least not more than for any other participant :P).

1675
Contests / Re: Official Level Design Contests - Rules, Prizes, etc
« on: March 16, 2015, 04:32:25 PM »
Alright so, given the relative lack of interest in this contest - which may just be the format, mind you - I've thought about revising how closing entries should work for future contests.
In my case, it is purely the time frame that prevents me from participating. As mentioned before, I simply don't want to destroy another ones efforts, because I didn't find the time to create a proper level and therefore had to hand in some mediocre terrain/objects+skills.

Quote
2. Entries close immediately when X number of entries have been received
I am totally against this, as it defeats the intent of level contests: We do want to have as many participants (and new levels) as possible, so excluding someone just because several others were faster is nonsense. (Sorry for the strong words, but I am really passionate about not having this rule).

I have no real preferences among the other rules, but would like to keep the rule as simple as possible. I could actually live with a slight modification of the current rule like "3 weeks + 2 additional weeks if less than 4 participants".

PS @namida: Why haven't we seen any level of yours in the level contests so far?

1676
In Development / Re: NeoLemmix Community Pack
« on: March 14, 2015, 07:28:52 PM »
I haven't looked at the intended solution to "Try To Be A Lemmings", but here is a replay using only one of the three climbers. The last gap requires pixel-precise assignment of the platformer btw.

1677
Reviews / Re: Level Review – DoveLems
« on: March 08, 2015, 01:43:05 PM »
Devilish 2 - Integrated Circuit



Lemmings: 10
Save: 90% = 9 lemmings
Release Rate: 1
Time: 3 minutes
Skills: 9 builders, 1 blocker

Good: A very dynamic level. Its main theme is used several times with slight variations.
Bad: Skill placement needs to be rather precise or you will save only 8 lemmings. Carefully analyzing the terrain is necessary, unless you want to be surprised by traps (on the left-hand side) or small gaps in vertical bars (at the bottom right corner).

1678
Reviews / Re: Level Review - Lemmings Plus I (formerly LPDOS)
« on: March 08, 2015, 01:17:45 PM »
Concerning Mild 28: The spoiler is not absolutely correct, unless
Spoiler (click to show/hide)

Mild 29: We All Die Someday (but hopefully not today ;))



Lemmings: 30
Save: 70% = 21 lemmings
Release Rate: 50
Time: 5 minutes
Skills: 20 of everything

Good: A breather level before the final Mild-level in the rarely used rock style of ONML.
Okay: Watch out for the trap!
Bad: One of the less inspired levels, where most solutions will rely heavily on building. The level is not really an eye-candy with the uniform gray-brown of the rocks.


1679
Lix Main / Re: Exploders in Lix, with/without fling/timing?
« on: March 08, 2015, 09:54:13 AM »
Doing this can change a lot of singleplayer maps to be broken.
The only change in game mechanics discussed right now, seems to be the removal of timers to bombers. As far as I know, there are only very few levels, that might be affected by instant bombers (e.g. Won't get fooled again, though I can't confirm that right now).

And while there is no need to break things that aren't broken, one can do so, if it results in easier gameplay :lix-wink:.

1680
In Development / Re: NeoLemmix Community Pack
« on: March 07, 2015, 11:05:07 AM »
Here two more solutions. V4_1 is hopefully pretty near to the intended one, but V4_2 is using the floater a little bit more than is probably wanted.
Spoiler (click to show/hide)

I'd have to say, if you thought that the solution you found was "late-Taxing", then maybe I really did underestimate this level... though I still wouldn't say it's harder than Mayhem at most.
I don't consider (late-)Taxing to be hard, e.g. I would consider the first half of Medi in LPDos (late)-Taxing as well.
If solution V4_1 is intended, then it is certainly Mayhem: It uses one trick, that is neither obvious nor used in many other levels.

Quote
... I guess in some cases, it's just to catch people who aren't paying attention and don't realise the level requires 100%, in other cases there's no reason other than "it makes the level look like it has more skills than it really does". ...
Well, when I first start the level, additional bombers make me quit the level again just to check the save requirements ("Was it really 100%?").
And what is the intention behind "making the level look like it has more skills than it really does"?
Of course, there are special levels that might require such bombers and if you have an x-of-each-skill level it is certainly OK to include bombers as well. But if you have an odd assortment of other skills, additional bombers just tend to confuse me.

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