Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Calamity

#1
Forgot to mention I have updated the levels so that hopefully everyone can reach the intended solution
#2
Thanks for playing my levels!

I didn't know the convention on time limits and I just ported these from Lemmini, so I'll get rid of them on the ones where it doesn't serve a clear purpose.

The levels aren't particularly well ordered by difficulty as I rushed this demo out.

I also had no idea how many backroutes there would be; I think 3/16 of nepster's replays were intended which is insane and it's mostly due to me not putting steel everywhere. My brain is so used to the intended solution that I just assume I can't dig/bomb through certain bits of terrain and so I miss somewhat obvious backroutes.

Sorry for bad formatting for the next bit, idk how to use this text editor. Backrouted replays:
Complacency:
Spoiler
This level was abused heavily, wow. I'll make the climbable thing taller and completely vertical, which should fix both backroutes

Christmas Chill:
Spoiler
This level was backrouted twice by the non-builder way of turning around, which should be easily fixable by removing upwards slopes in the terrain


Abandoned Palace:
Spoiler
namida's solution will now be the intended solution because it's very similar to mine but nicer. I'll put steel under the entrance to fix nepster's

Separate the Crowd:
Spoiler
I thought this was a cool idea until namida made me realise it's just Cascade with climbers, so I'll put that earlier in the pack if I even keep it in

Lemming Designer:
Spoiler
ugh, this was backrouted twice, though both should be easily fixable (the right side of the level is necessary)

Caught in the symmetry:
Spoiler
Forcing the intended solution will be really obnoxious, and even after moving the steel to fix nepster's solution I feel like there will still be plenty of other backroutes

Tiptoe through the factory:
Spoiler
This was the example of what I said earlier, where I miss obvious backroutes because of the lack of steel

Cosmic Junk
Spoiler
This was easily the level I wanted to see people play the most; thanks for not completely destroying it :P. A couple of tools at the start are switched around but it's mostly intended

It's raining Lem
Spoiler
I cannot believe I didn't realise that the builder could turn around (even though there's a terrain piece right there for that purpose); he was supposed to die to save his friends. I'll either increase the required lemmings by 1 or remove that terrain

All at once
Spoiler
I'm adding steel to fix the last section, but the general idea is correct

A double rotation
Spoiler
The backroute will be fixed by setting the release rate to 99 and lowering the steel

(I also have all the Lemmini replays recorded for intended solutions, which I just need to edit together).

Again, thanks everyone for playing and exposing all the backroutes, and thanks for the feedback! :)


EDIT:
lem waz here's basher is awful because in Lemmini bashers stop very easily
#3
I might make a full pack of 80 levels soon. These are 16 of my favourite levels that I have made.

The pack was originally intended for Lemmini but I just got NeoLemmix and am updating the levels; the original Lemmini version can be found on the lemmings level database. Instant bombers have required me to change one of the levels significantly and the increased builder length has made Lemming Sold Separately backroutable (which it still is in RotL, you can see namida backroute it in a video). There are also random holes in the terrain on marble levels which is annoying and I'll fix it if I ever make a final version.

The .nxp file should be attached.

EDIT: The newer version should be up which fixes many, many backroutes
#4
Thanks :)

What do you mean pointed out in the news ticker (if I search that only this post comes up). I just finished everything (aside from Flexi stuff) so I just need to know where to post it.
#5
I just put GrentLems on the database and then realised no one will play it with Lemmini and the levels need to be altered for NeoLemmix to fix backroutes. I now have most of the levels in the .lvl format, but to playtest them I have to open them one by one and then close it and open NeoLemmix again for the next one. I was wondering how I can make these into a pack (similar to levelpack.ini for Lemmini) with ratings/ability to change between levels without closing and reopening NeoLemmix. Sorry if this has been answered before.