Author Topic: [NeoLemmix] Which levels can be beaten with the new skills?  (Read 8650 times)

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Offline Proxima

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Re: [NeoLemmix] Which levels can be beaten with the new skills?
« Reply #135 on: May 30, 2020, 11:01:21 pm »
NeoLemmix versions of the original levels are now hosted here. This is still a work in progress, but can be used as a basis for this challenge, so long as it's clear that all results are only tentative until we have a final version.

However, there is an important question to raise for this challenge in particular. This challenge requires a modified pack, with each level given the new skills. But this can't actually be done any more -- there are 11 new skills with the introduction of the Jumper, but a single level can only have 10.

One possibility would be to remove the Disarmer from levels with no traps, and the Swimmer from levels with no water -- but then we still have a problem on any levels that have both.

What should we do about this?

Offline WillLem

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Re: [NeoLemmix] Which levels can be beaten with the new skills?
« Reply #136 on: May 30, 2020, 11:16:19 pm »
This is still a work in progress, but can be used as a basis for this challenge, so long as it's clear that all results are only tentative until we have a final version.

I'm happy to wait until version 1.0 has been finalised to be honest. What do you reckon, Minim?

What should we do about this?

Four possibilities:

1) Make every entrance hatch spawn Swimmers, and every time a lem enters the water as part of the solution count 1 Swimmer (unless it's the same lem).
2) Make every entrance hatch spawn Disarmers, and every time a lem disarms a trap count 1 Disarmer (unless it's the same lem).
3) Remove Stoners (I'll probs do this for my version of the challenge since I'll be going for all-save each time anyway).
4) Something else I haven't thought of.

Offline Minim

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Re: [NeoLemmix] Which levels can be beaten with the new skills?
« Reply #137 on: May 31, 2020, 05:05:09 am »
This is still a work in progress, but can be used as a basis for this challenge, so long as it's clear that all results are only tentative until we have a final version.

I'm happy to wait until version 1.0 has been finalised to be honest. What do you reckon, Minim?

I don't mind waiting. I'm actually playing through the whole challenge pack. Haven't had any qualms yet so far. Though I'm wondering, for levels that have alternate save requirements, (Mayhem 4 and Taxing 22 are two examples off the top of my head) use the lower ones regardless, or are we sticking with Amiga? Lower saves should hopefully open up more solutions without creating too many backroutes.

What should we do about this?

Four possibilities:

1) Make every entrance hatch spawn Swimmers, and every time a lem enters the water as part of the solution count 1 Swimmer (unless it's the same lem).
2) Make every entrance hatch spawn Disarmers, and every time a lem disarms a trap count 1 Disarmer (unless it's the same lem).
3) Remove Stoners (I'll probs do this for my version of the challenge since I'll be going for all-save each time anyway).
4) Something else I haven't thought of.

I'm against the 1st and 2nd ones. 3rd was one of my options off the top of my head, and it's probably the idea I want to go for.

My idea for a 4th one was to check the level records' replays, and find out which skill they haven't used. If they used all 10 of them, it's probably not worth including the jumper at all. Since all of WillLem's replays discount the stoner, it naturally blends into the 3rd one.
Musical fact: All of Tim Wright's compositions for Original Lemmings are 125 BPM.

Offline Proxima

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Re: [NeoLemmix] Which levels can be beaten with the new skills?
« Reply #138 on: May 31, 2020, 05:30:45 am »
Though I'm wondering, for levels that have alternate save requirements, (Mayhem 4 and Taxing 22 are two examples off the top of my head) use the lower ones regardless, or are we sticking with Amiga?

There's actually an inconsistency here that should be addressed. The results, at the moment, report the maximum saved even if it's below the save requirement, e.g. Taxing 1 has a lose-3 solution reported even though the original level is lose-1. Namida's older topic for this challenge treats the original save requirements as binding, so a result below the save requirement would be treated as "no solution". I don't have a strong opinion either way, but we should pick to one of these approaches and stick with it.

If we decide to keep the original save requirements, then it will certainly be the Amiga version, because the NeoLemmix versions of the original levels use Amiga statistics.

Quote
3rd was one of my options off the top of my head, and it's probably the idea I want to go for.

If this topic is to be a fair record of "Which levels can be beaten with the new skills?" then we can't just erase the Stoner.

Offline ccexplore

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Re: [NeoLemmix] Which levels can be beaten with the new skills?
« Reply #139 on: May 31, 2020, 09:03:55 am »
Did the cloner already exist back in namida's original formulation of challenge?  The cloner is the only reason why number of lemmings lost can deviate with number of lemmings saved in the reported solutions, AFAIK.  We are still taking the originals' number of lemmings to save as binding AFAIK, just that you can lose more than you can originally by compensating the losses with use of cloners.

I don't really interpret the original level's save requirement as a requirement on number of lemmings lost, though I can see how someone else may subscribe to that interpretation.  But the thing is, you can't define "number of lemmings lost" as a solution criteria in NeoLemmix today--the determination of whether you pass a level or not is still solely based on number of lemmings saved.  And it's always my interpretation that this challenge is to imagine changing only the skillset and nothing else about the level, and then ask whether the resulting level can be solved in NeoLemmix.  That's it.  In which case the save requirement should remain a save requirement and not a loss requirement.

I'm not completely opposed to DOS save requirements but I do feel the Amiga ones are preferred.  As far as I remember, only a few levels in DOS deviated from Amiga, and in all cases the DOS deviations "water down" the levels' difficulty.  Many other ports follow the Amiga statistics as well if/when they feature the same levels, whereas I'm not sure whether the DOS deviations were ever seen in any other ports.  And like Proxima said, if we already adopted Amiga's having 100 vs DOS's 80 lemmings for most levels, and adopted all the water in Amiga that were taken out on DOS, etc., we might as well be consistent all the way and choose the Amiga version for everything else about the level.

As for the new skillset, I think to fit the spirit of what we are going for, we'll need to give the player free reign in choosing which of the new skills to use.  It could mean the player having to modify the level from time to time to incorporate the skillset he/she wound up using.
« Last Edit: May 31, 2020, 09:17:24 am by ccexplore »

Offline Proxima

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Re: [NeoLemmix] Which levels can be beaten with the new skills?
« Reply #140 on: May 31, 2020, 12:58:07 pm »
Did the cloner already exist back in namida's original formulation of challenge?  The cloner is the only reason why number of lemmings lost can deviate with number of lemmings saved in the reported solutions, AFAIK.  We are still taking the originals' number of lemmings to save as binding AFAIK, just that you can lose more than you can originally by compensating the losses with use of cloners.

Oops :-[ I completely didn't think of that.

Offline Minim

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Re: [NeoLemmix] Which levels can be beaten with the new skills?
« Reply #141 on: May 31, 2020, 07:09:02 pm »
As for the new skillset, I think to fit the spirit of what we are going for, we'll need to give the player free reign in choosing which of the new skills to use.  It could mean the player having to modify the level from time to time to incorporate the skillset he/she wound up using.

I think I'll change my mind and agree with this proposal instead. To make this work better, the solver will need to give the other players some kind of clue as to which skills they used (Or rather, which ones they didn't use to simplify things.) For example, if the solver completes Fun 8 with 2 of each skill without using stoners, they can simply rename their uploaded file to something like Fun_8_NS_2x_no_stoners.
Musical fact: All of Tim Wright's compositions for Original Lemmings are 125 BPM.

Offline ccexplore

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Re: [NeoLemmix] Which levels can be beaten with the new skills?
« Reply #142 on: May 31, 2020, 09:29:03 pm »
Based on my limited past participation, although every new skill had been used in at least one solution I've posted, I believe the swimmer had been least used so far.  So I'd guess that for the levels containing both water and traps, leaving swimmers out of the skillset in the supplied reference levels would be least likely to require player to change the skillset themselves.