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Messages - Dr. Slater

#1
Quote from: Armani on May 04, 2021, 05:37:10 AM
I solved the level but spared some skills, so it's probably a backroute.
Thanks! Good job, and I would consider your solution a slight backroute. Pretty similar efficiency - my best run was perhaps eight seconds faster. I'll keep looking for ways to fine-tune the level. Will probably adjust the platforms and/or fire trap.

Spoiler
Early on, the order of the skill assignments, and the coordination of the floater and the glider seem to be pretty mandatory. The main difference is that I have the glider build the stack after having landed on a slightly shorter bridge under the firetrap. Shortly before the glider lands, the floater interrupts the bridge building by bashing, then takes that lower route towards the exit. Your method seems to require tighter timing when the glider lands on the stack. Also, some of the steel is covered by a thin layer of concrete. The intended way to have the floater/climber turn around is to mine the concrete/steel.

Edit:

* Removed the lowest platform and a few skills.
* Slightly moved the fire trap and the teleport platform

Spoiler
I liked the original idea of the floater having to build a half-length bridge and then land on that small platform, but after analyzing your solution I think the original route looks more and more like an unnecessary detour :thumbsup:

In the (currently) intended solution the glider must land on the bridge while it is still being built. The floater completes one stretch of bridge and builds the stack, then immediately builds another bridge to turn him around and prevent him from climbing over the stack. This way the glider, who is already right-bound, gets a considerable head start. I think it makes better sense for the glider to dig down next to the entrance, as there is no risk that the floater will fly straight past the exit. Also, building that stack prior to the glider's arrival on that bridge should no longer be possible, due to the lower platform and fire trap.

Attached yet another level 9 update + replay.
#2
Level 9 has been modified. I now think it is clearly among my most difficult levels, but as always, I might have added a few backroutes in the process...

Added a lower floor, a fire trap and a few skills. Still no talisman, as I think having to save 100% makes it more interesting.
#3
Quote from: kaywhyn on May 03, 2021, 02:00:24 AMLevel 9 solved. Replay attached. Should be intended, as it uses all the skills except for the clearly red herring bombers :laugh: I definitely say this is a medium difficulty level, as it's clear for the most part where everything goes except for one somewhat obscure trick that might escape the more casual players.
Yes, you found the intended solution.

Quote from: kaywhyn on May 03, 2021, 02:00:24 AMHaha, well the advice I always give players is to just solve more and more packs so that over time their solving abilities improve. In this way, tricks are picked up along the way, and when it comes time to using them to solve a particular level they can come in very handy. At the same time, I think I've always had the puzzle instinct/mentality and hence I generally have an easier time than most when it comes to solving Lemmings levels. Of course, this doesn't mean that no levels ever stump me. I get stump more often than you think, but I think the characteristic that sets me apart from most other Lemmings players is that I constantly keep coming back to the roadblocks until I finally succeed in solving the level. United is a very good example. I got stuck often and usually for weeks/months. I also mentioned before that I'm willing to sit through and get stuck for however long it takes until I finally get a level solved.
Can't say that I share your patience and determination :thumbsup: As a child, I had that drive to brute-force my way through difficult computer games, but those days are long gone...

When it comes to Lemmings, it seems to be particularly important to understand the game mechanics and find creative ways to combine the skills. Knowing the peculiarities of the code and learning how to exploit them.

Quote from: kaywhyn on May 03, 2021, 02:00:24 AMFeel free to release a set of multiple levels at a time, as well as take your time on your pack. There's absolutely no pressure or rush to finish, so you can take however long you need. You could even wait on releasing more levels to play until you have a fair idea of how big you want the eventual pack to be. It's your project, after all, so even if it ends up taking a while, your levels will likely be much higher quality as a result as opposed to those that are rushed and released in short order.
Yes, it's probably better to release several levels at a time, especially when they're this small (and probably pretty easy to solve for most members). Lately I've had a lot of spare time, but now it's back to work, so this project might take a while to complete.

Great feedback, as usual! :thumbsup:
#4
Level 9 - "The Dead Baron?"

Played around with some new ideas, without being able to implement all of them. Will look for ways to fine-tune it. There may well be backroutes...
#5
Quote from: kaywhyn on April 29, 2021, 07:19:22 PMThat seems to be the trend with the New Formats NL level packs, where they are often very difficult packs. There are some easy packs, but there aren't as many, and most of them tend to be for Old Formats NL. Even then, they're still no slouch or complete pushovers. Because the easy and medium packs seem to be lacking, there seems to be community agreement that there needs to be more easy packs, especially for those who might not be as experienced. That being said, your levels still pack some punch, although to be fair this is only an 8 level demo. However, if your levels are already this difficult, I can't imagine how difficult the eventual pack will be as a whole. At the same time, you might be right about your levels so far being much tamer compared to some of the most difficult levels currently found in very high difficulty packs. It's likely also due to how you're mostly restricting yourself to the classic 8 skills, although as I have seen even levels that make use of just those skills can be quite difficult. Nepsterlems is a very good example of that, and one which I haven't quite completely solved yet.
I just edited the OP - my current assessment of this pack has been adjusted to "medium"... Btw, you sure seem to have the pulse of this community! When it comes to skillsets, I'm probably quite conservative... And I sure hope to be able to create some really difficult levels, but can't say that my ideas are plentiful ATM :-[ Given that most of my levels are pretty compact, I've even considered merging some of them, but OTOH that wouldn't make my pack any bigger...

I'll start working on a 9th level now. Got some new ideas, and will try to implement them as best I can. Sometimes a project takes on a life of its own. For example, level 8, which is my favorite so far, startet as a mere test of two ideas :thumbsup:
#6
Quote from: ericderkovits on April 29, 2021, 10:10:22 AM
here's my solution to level 6. Even had 1 builder left. Maybe a Talisman.
Thanks! I just got back home, watched the replay only now. This is very close to the intended solution, but I figured the distance between the two brick pillars was probably too long that is could be closed with just one bridge, and still be possible to carve through with one basher. My early attempts would fail if the platform (built from close to the top of the brigde) was too high, so I figured the empty space underneath a full-length bridge would probably be too big (i.e. would make the basher stop). I was planning to test this, but it slipped my mind.

Don't get me wrong, you sure found a perfect solution, but I think the game mechanics sometimes allow for too wide a latitude in its algorithms. So I'll probably increase the distance between the pillars a bit... :laugh:
#7
Quote from: kaywhyn on April 29, 2021, 08:48:35 AM
Level 7 resolved. Maybe a slight backroute?

Spoiler
Just somewhat different than my method, but I was aware that there are a few options throughout the level. I find that blasting a faller and immediately sending a climber towards the lower floor is pretty efficient.

Quote from: kaywhyn on April 29, 2021, 08:48:35 AMMy pleasure. I try to be helpful wherever I can. You will come to know me as someone who gives very detailed feedback on practically any level pack I solve. It mostly stems from how I'm a very detailed person myself ;)
I can tell :thumbsup: After trying some other levels from this community, I might have to reconsider my estimates of the difficulty levels. Mine are pretty much cakewalks compared to the toughest ones I've seen...

Will be AFK for a few days now.

I've updated level 6:

Removed 1 miner and 1 builder
Some layout modifications
#8
Started looking for ways to speed up level 7, so I made some modifications.

Added 1 climber and 1 basher
Removed 1 digger
Modified the steel pillars
Added a compartment to allow for a more concentrated crowd

Managed to finish in less than two minutes. I now think it runs pretty smoothly, with overlapping tasks being performed in different areas.

Spoiler
My preferred method with this revision still includes a kamikaze faller, but instead of sending the first climber all the way up, he now turns around when entering the hole created by the blast, and builds a bridge from there to lessen the fall.

Will update the OP shortly.
#9
Quote from: kaywhyn on April 28, 2021, 04:27:54 AM
Resolved the levels that have changed. For future reference, make sure to make a new post anytime there's an update, because if you just edit the OP, there's a very good chance that people won't know that an update dropped. On the homepage, the site does not notify that a post has been modified, only if there's a new post. I just happened to check the topic and noticed the last edit that was made to the OP a few hours ago.

Also, while not required, a changelog of what actually changed in the levels would be great as well. This can be great for bookkeepping, especially for the designer so that he/she can see how many versions a particular level has gone through, as well as provide some guidance in helping a level maker improve with future levels ;) I've only made 3 levels myself so far, particularly since I prefer to solve rather than make levels, but I find changelogs very helpful for every update I released for my levels, and will definitely be using/providing them if I ever end up making a level pack in the future.
Ok, that makes sense! At least I've kept the old screenshots...

Quote from: kaywhyn on April 28, 2021, 04:27:54 AMLevel 1 & 2 - These should be intended now.
That's right.

Quote from: kaywhyn on April 28, 2021, 04:27:54 AMLevel 6 - How's this solution?
Not quite as intended, but definitely much closer. Don't feel the need to modify this one (unless more backroutes were to surface...) ;)

Quote from: kaywhyn on April 28, 2021, 04:27:54 AMLevel 7 - Still remains the hardest of these 8 levels. This one took a while. Even then, this solution feels somehow not intended.

I quickly realized that the time limit is a bit tight, I'll probably remove it altogether. Your solution actually shaves off quite a few seconds. I might implement a workaround, should I get any bright ideas. But your solution certainly takes some skill - perhaps more so than the intended solution. Your alternative path doesn't bother me.

Quote from: kaywhyn on April 28, 2021, 04:27:54 AMLevel 8 - It's pretty much the exact same solution, except one really needs to send out the climbers very closely spaced to one another. Definitely don't feel that levels always have to finish with just a second left.
Ok, I'll take that into consideration. The intended solution has the exact same elements, just in a slightly different order.

Spoiler
I have the climber/glider bash through to the crowd immediately after having built those two bridges near the bottom of the pit. I also assign the last climber/floater skill to the last lem just as he enters the level. He will then land just as the bridge is getting finished, and immediately climb out of the pit. This way I finish with 8 - 10 seconds left - still pretty tight, though...

Quote from: kaywhyn on April 28, 2021, 04:27:54 AMI would still ease the precision and provide more leeway, as even with skill shadows it's still quite difficult to tell at a glance whether one has placed the builders correctly until you let the lemming fall. Or at least provide floaters so that you don't have to widen the gaps.

Spoiler
I just hold the shift button while the cursor hovers over the lemming - this projects an extended skill shadow which also shows exactly where he will fall after having completed the bridge. (Your comment suggest that you may be unaware of this feature). Also, floaters would simply land safely next to the bars and walk straight into the gaps, which I think would make it too easy.

Quote from: kaywhyn on April 28, 2021, 04:27:54 AMAgain, these are great puzzle ideas and not a bad attempt at a first pack/demo, but there's certainly some room for improvement. I definitely can see that the eventual pack has great potential! :thumbsup: Enjoy your stay here and feel free to ask for some assistance should you ever require it. Thanks again for sharing your short demo ;)
Thank you! I'll try to come up with some more ideas and puzzles. Your feedback is very useful :thumbsup:
#10
Quote from: ericderkovits on April 27, 2021, 08:53:44 PM
ok, I solved the levels. Pretty tricky levels.
a few of the levels I had barely finished on time due to time limits.
Thank you! Your replays brought new problems to my attention. Neat trick on level 1 - I've modified that pillar, among other things.

When the lemmings are marching in close formation (RR 99), the time limit is just to create a little tension... Did you watch my replay of level 5? I think the pretty tight time limit makes sense, as it forces the use of smooth coordination.
#11
Quote from: Proxima on April 27, 2021, 07:17:24 PMThis is because, in all levels of this pack, the "THEME" line is blank instead of having a theme selected.
Aaah, so that's why! Thank you! I've been picking and mixing a few pieces from various original styles, so I figured there was no reason not to leave the Theme-field blank...
#12
Quote from: kaywhyn on April 27, 2021, 07:04:17 PM
Hi Dr. Slater

Welcome to the forums! :) I finished solving your demo pack. Here are my replays. This is not a bad attempt at a first pack so far.
Thank you for your very thorough and constructive feedback!

You certainly found a few backroutes! For example, I need to extent that fire trap on level 1!

Quote from: kaywhyn on April 27, 2021, 07:04:17 PMHowever, there are some peculiarities that I've noticed. For example, the color of the builder bricks don't match what they're normally for a tileset. On all levels, they all default to a dark brown-greyish color and anytime a lemming lays down a brick it's a purple-pinkish kind of color.
Was wondering about this as well - I believed I had accidentally changed some game settings. (But Proxima's explanation makes perfect sense).

Quote from: kaywhyn on April 27, 2021, 07:04:17 PMWhereas for the 8 levels you currently have, definitely some great ideas/puzzles here. This demo seems to indicate that you are aware of the standard of not having time limits on levels unless they're to block backroutes. I certainly don't mind time limits, as I'm kind of a traditionalist when it comes to the game, as well as how I love numbers/math. However, there's absolutely no reason for them on the first 3 levels, especially since the RRs are locked and you're always guaranteed to finish on time.
Actually, all but one level originally had time limits during development. When the RR is locked at 99 I don't think setting a time limit hurts either :D (As you can probably guess, "It's Hero Time!" is one of my favorite levels)...

Quote from: kaywhyn on April 27, 2021, 07:04:17 PMIn my opinion, level 5 was the hardest due to the very strict time limit. I kept running out of time on several earlier attempts that would had worked but they unfortunately take several seconds too long.

Spoiler
The intended solution requires pretty tight coordination of the two main trailblazers, as the title implies. I once managed to finish with more than 10 seconds to spare.

Quote from: kaywhyn on April 27, 2021, 07:04:17 PMInterestingly, I thought level 2 was impossible, but turns out that I didn't go about the level correctly. It's extremely tight on the timing

Spoiler
With the RR being locked, the challenge is just to delay the very first lemming out of the entrance, and to save the pre-placed one. The original purpuse of the miner is actually to make the pre-placed lemming survive the fall by shaving off a few pixels, thus slightly shortening the fall, while the floater is intended to delay the first lemming :)

Quote from: kaywhyn on April 27, 2021, 07:04:17 PMI like the concept in level 3, but the execution is very annoying, particularly since the builders have to be pixel precise and on the dot. I would advise widening the spacing between the bars to make it clearer and also to provide some leeway in the skill assignments.

Spoiler
I understand your reasoning, but many of my levels, as well as others I've found in this comunity, rely heavily on features like skill shadows and frame-by-frame steps. It would've been a hopeless level in the original game, but given the nice features of NL it works out fine, IMO.

Quote from: kaywhyn on April 27, 2021, 07:04:17 PMAmong the non-timed levels, level 7 was my favorite :thumbsup: It was also a difficult level, and somehow I feel my solution isn't intended, especially since I have a builder leftover.

Spoiler
This too had a pretty tight time limit, which I removed just before posting. For testing purposes I think unlimited time invites more "free-styling", which your solution certainly demonstrates! Originally, the bottom floor was also all-metal, which I now see would've prevented at least one backroute (digging/bashing past the trap, etc).

Quote from: kaywhyn on April 27, 2021, 07:04:17 PMFinally, I'm almost certain that my solution to level 6 is a backroute, and somehow I feel my solution isn't quite intended in level 8 as well.

Spoiler
Level 6 is definitely a backroute, yes. Clever (and unintended) use of that platformer! Somehow those lemmings feel no pain while bathing their feet in magma... (Should've checked the trigger-zones more carefully)...

Your solution to level 8 is actually basically as intended. I just send two climbers immediately, and the third one shortly thereafter. My method is just more heavy on simultaneous action, that's all :thumbsup:

Quote from: kaywhyn on April 27, 2021, 07:04:17 PMOnce again, not a bad attempt at a first level pack and I look forward to seeing the full release of the entire pack in the future :thumbsup: This does raise a few questions, though.

How many ranks and how many levels per difficulty are you planning?

What exactly is this pack about? I know you already described a bit of it, but a more detailed description would be nice. It's great that you provided some pics of some levels that are/will be in the pack :thumbsup: These certainly help in possibly getting more people to play the pack. For examples, you can look at the level pack release topics on the NL levels board.
I still haven't decided all that, TBH. That depends on how many new ideas I can come up with. This community seems like the perfect source of inspiration, and I'll certainly look into some other packs and discussions.

Thank you again for a very constructive reply! :thumbsup:
#13
Hi! I'm working on my first level pack, and would like to get some feedback!

Vacuum Pack

Format: New NL
Difficulty: Medium
Graphic Set: Original Lemmings / ONML
Skill Set: Original Lemmings (almost exclusively)

The levels are pretty compact, and most of them fit inside the frame in standard zoom. The emphasis is on smooth organization and coordination of the crowd and trailblazer(s), rather than spectacular scenery. The skillsets are kept pretty conservative. All levels are individually designed, except level 5, which is based on "Anxiety" from Genesis.

** Levels 1, 2, 6 and 7 have been modified **
**Made further modifications to level 7. Attached files updated **



Thank you for your useful feedback. There were certainly a few backroutes here and there, as I expected. Sometimes I've added a few redundant skills with the intention of causing confusion, not realizing that it created alternative solutions instead... :o