[NeoLemmix] Lemmings Migration

Started by Nessy, August 22, 2017, 04:08:54 AM

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.

Flopsy

Quote from: Nessy on September 23, 2017, 10:21:35 PM
First off, it would be an honor if you did an LP of my pack :). I know that when people do LPs they don't sit down and think about what they are going to say, they just say it and that's pretty good feedback in my opinion. Plus it's strangely fun watching all the attempts a person makes on a level instead of the final and successful attempt.

As for the custom music you shouldn't have any problems if you choose to use it. It's just 3D Lemmings and Nintendo music. The latter is at more risk, but it shouldn't happen.

I definitely recommend finishing LemmingBytes. It does get tough at the end, but not as much as some of the later Lemmings Plus entries.

I've got Nintendo music on my channel, it just tends to get flagged but doesn't result in muted videos. They only seem interested in the latest games when it comes to music flagging I've noticed. I have Splatoon videos on my channel and they are getting flagged left, right and centre.

I tend to respect the pack creator's music choices most of the time, the only time I changed the music was when I played LP Omega, LPIV and LPV because the playthroughs were really long and lacked music variety.

I'm going to continue LPV off video and show my replay solutions when I've solved the remainder of Outrageous. Hopefully I will record more Lemmingbytes in the coming weeks!

Nessy

Great! I think I might try tomorrow. I took a look at the documentations and one thing I noticed was that I found more negative criticism about my pack there. I wonder why nobody posted that much about it here, as I love to hear the good and the bad. For example, someone mentioned what their least favorite level was and how the solution could have been implemented better. I would love to hear how so that I can improve in the future ???. Seriously, I love that constructive criticism.

Quote from: Flopsy on September 24, 2017, 03:15:56 AM
I've got Nintendo music on my channel, it just tends to get flagged but doesn't result in muted videos. They only seem interested in the latest games when it comes to music flagging I've noticed. I have Splatoon videos on my channel and they are getting flagged left, right and centre.

The most recent I have is from around 2012, so maybe it will still get flagged. I don't know. Regardless you can always use your own custom music. I have absolutely no problem with that :).

Flopsy

Quote from: Nessy on September 24, 2017, 03:21:45 AM
Great! I think I might try tomorrow. I took a look at the documentations and one thing I noticed was that I found more negative criticism about my pack there. I wonder why nobody posted that much about it here, as I love to hear the good and the bad. For example, someone mentioned what their least favorite level was and how the solution could have been implemented better. I would love to hear how so that I can improve in the future ???. Seriously, I love that constructive criticism.

I think there seems to be a fine line between what people will say in the IRC and what is said on the forums. I wouldn't take it personally :)

Flopsy

My solution to Irritation 6, this HAS to be a backroute!

Nepster

Quote from: Nessy on September 24, 2017, 03:21:45 AM
Great! I think I might try tomorrow. I took a look at the documentations and one thing I noticed was that I found more negative criticism about my pack there. I wonder why nobody posted that much about it here, as I love to hear the good and the bad. For example, someone mentioned what their least favorite level was and how the solution could have been implemented better. I would love to hear how so that I can improve in the future ???. Seriously, I love that constructive criticism.
That was me who made the comment. And to put into context, my IRC comment was not meant as a negative criticism. Every pack has some least favorite level, but that doesn't mean it is a bad level in any way. I was just advising Proxima (who got stuck on this level), that compared to your other levels, he wouldn't miss too much if he skipped that level.
As you seem to like criticism, I will do my worst and write down all the bad things I can think of: :P
Spoiler

Survival of the Lemmings: The bottom of the main ice block is too smooth. This makes it somewhat hard to build from the bottom to the miner tunnel.
A bridge over the chasm: It one does a little bit of builder-streching on the left, one can easily close the gap completely and hit the red blocks on the top left.
Made of Ticky-Tacky: If one digs down at the right of the middle hatch (after first having bashed there), one can save all except one or two lemmings, so it's not clear at all whether this approach will work or not. If one first digs there and then bashes from the digger hole, then one can solve the level, but this requires some precision.
Secret Lemming, Secret Cave: If one digs and builds from the top, then the fall is fatal by about 5 pixels, which needs to be tested first before being able to rule out this route. A slightly bigger difference between the fall heights of this backroute and the actual solution, with the max fall height in the middle of them, would be preferred.
A heart for exploration: The final bash needs some precision. Moreover if you dig down at the very edge of the starting platform, you miss the block below by just one pixel. A bit more space there would be preferred.
Rescue Team: One now has to build at the right within the miner tunnel. Given the strict builder terrain checks which make it doubtful that one can build high enough there, I preferred being able to mine directly to the gap and use the builder on the left-hand side.
Playground: Freeing the lemmings from the pit with a digger creates two steps of 6 pixels each. So one has to count pixels there and two steps of 4 pixels each would have been clearer.
LEMCO Employees: The fall in the middle is deadly if one doesn't place the builder very precisely or uses another one there to break the fall. So it suprised me during my first try that the lemmings splat there, because it looked like they would survive it. I would either make the fall always survivable or never survivable without the additional builder.
Dreamscape: There are a few anti-climber ledges that I don't know why they are there, and they make the level uglier. Same for the small steel block near the hatch.
Ancient Temple of Lemmings: The beginning is pretty precise on timing, in particular stalling the crowd sufficiently long.
Path to the Underground: As I said, the idea is nice, but the implementation is slightly problematic: Due to the strict builder terrain checks it is not clear that one digger suffices to let the builder continue sufficiently high. And there are a lot of other things that one could try, especially creating a basher-staircase at the end. Overall there are a lot of approaches that yield almost enough height and it's not clear which of them work and which don't, unless one really tried them.
Frozen Climbers: Placing the first digger is still pretty precise, especially as the first builder will turn around and one has to send another lemming up as a climber.
Two for tea please: Freeing the crowd feels a little hackish, especially using only one digger, basher and miner. 
Cringe Comedy: My solution at least doesn't feel very clean, and digger is pixel-precise, because otherwise the builder would reach the trap.
Mandatory curfew initiated: Starting the digger requires a few tries, because the bomber needs some precision: Too high and it won't turn the lemmings around and too low and they won't go up the other way. Slightly bigger "pyramids" at the bottom or placing them a bit farther apart would help here.
Crawl Space: A little bit more space at the bottom would be appreciated. Currently I use all the space right up to the lowest pixel.
Next floor has been shut down: I no longer know what the trap is good for (given that one may lose 5 lemmings). And the one-way-wall ends in the middle of a piece, not at some recognizable border.
Prisoners: If one bashes at the top of the stair and then digs at the very edge of the block (at the end of the basher tunnel), then one cannot bridge the gap to the block above: Exactly one brick is missing! Several similar ways like creating a basher staircase and digging down to the steel block fail due to minor problems, too. My main problem here is, that the actual way to turn around is in no way more memorable than all the failed attempts.
Pseudoscience: To bunch up the lemmings from the left hatch, one has to do some RR fiddling to get the RR correct. If you allow bunching them, why not set the RR correctly from the beginning on?
Escape Route: My current solution comes very close to the water (and actually stops exactly one pixel before the worker lemming drowns). So perhaps the water can be lowered a little bit?
The Depths: The first miner is rather precise or it will remove the ground below the right hatch and the lemmings there will splat. And at the end after the worker lemming is done, releasing the crowd is pretty luck-dependant, too, because if there is a bunch of lemmings at the very front of the crowd, too many lemmings will drown when closing the gap.
Kings of the Castle: The top fire trap doesn't add much in my opinion: One just has to place the builder nicely in order to be able to mine correctly afterwards.
Mountain Tribe: Only sending one lemming over the top route felt a bit disappointing.
Nosebleed: My solution needs some precision/luck to be able to block the crowd without letting too many lemming walk further. reducing the RR would certainly help here, but I don't know whether this would create new backroutes.
Walking the Blue Line: The first digger is pixel-precise, if I am not mistaken. Any earlier and one cannot turn it into a basher and any later and the next lemming will jump out of the pit and die on the left. This much precision seems unnecessary at this point.
Six days without an accident: Timing the two builders on the left, so that the right builder drops into the pit required too much timing precision in my opinion.
A tour of dock 22: Timing the left crowd, so that the first lemming has enough time to bridge the small gap created by the exploder coming from the other side was very precise. It would have been nice if there was a better way to achieve this.
Claustrophobia: I would prefer if the starting platform would be a bit thicker. Currently one has to start the two climbers almost when the digger already breaks through.
Firework Chamber: As already mentioned before, the starting part is rather precise wrt. timing the lemmings.
One way Civilization: The middle part with the stomper trap looks pretty weird and out of place with the tiny bricks. And timing the lemmings on the left to turn the builder at the appropriate moment is non-trivial, too. A little bit more space in the left holding pit would help here. Btw. the one-way-arrows reach beyond the pillar, which look slightly weird. You can set the block behind the pillar to "one-way disabled", so that it won't become a one-way-wall even if the corresponding object overlaps it.

Flopsy


Nessy

Quote from: Flopsy on October 05, 2017, 10:59:35 PM
First video of my playthrough has just gone up on YouTube just now :)

https://www.youtube.com/watch?v=I4cG5aNcVy4&feature=youtu.be

Awesome :thumbsup:. I will take a look at it later on today. Thanks!

Proxima

Here are my replays for rank 2.

Not sure what Nepster was on about :P When I came back to 2-6, I found the solution fairly quickly and it was a really nice one! The remaining levels each had me stuck for a little while but not too long. Really good pack so far! :thumbsup:

Akseli

My solutions for Migration V2.1, didn't yet solve Migraine 2: The Abandoned Sanctuary, Migraine 4: Six Days Without An Accident and Migraine 10: One Way Civilization. This replay package doesn't include replays for those levels that my earlier replays solved again in V2.1.

Headache3: Prisoners and Headache 6: You Know The Drill I solved later than other levels in the first 3,5 ranks, I found those tricky but I loved the solutions I finally found for them! :thumbsup: Also Irritation 5: An Incident In The Mine felt a bit hard for its place.

Nessy

Thank you everybody for the replies :thumbsup:. I will take a look at them and give you my detailed comments about each replay (especially for you Akseli like I promised in chat ;)).

Flopsy

Not sure if it's just me but the preview pictures in the first post of this topic are not showing up for me Nessy.

Just getting the X's instead.

My youtube playthrough is upto where I am in the level pack now. I still have not started the Headache rank.

Nessy

Quote from: Flopsy on October 09, 2017, 12:45:50 PM
Not sure if it's just me but the preview pictures in the first post of this topic are not showing up for me Nessy.

Just getting the X's instead.

Thank you Flopsy for catching that error. The screenshots should be fixed now :).

Nessy

Okay, so I finally watched the replies. Sorry that it took me so long :(. I'm very bad at remembering to do it so thanks for your patience.

If I don't mention a level it's because the solution to that level is intended or acceptable.

Akseli

An Incident In The Mine: Your solution was unintended but acceptable. There is an easier solution though so that's probably why it felt more difficult ;).

Path To The Underground: The main trick at the end is there, but the beginning with the bomber and basher was unintentional. I have already fixed this level to solve that problem.

Frozen Climbers: This one is a backroute.

Escape Route: Your solution wasn't a backroute, but being able to dig down the middle platform and build towards the one-way wall on the right is something I need to fix. Thanks for finding that.

The Abandoned Sanctuary: Don't even bother trying to solve this one. One part of the solution is hackish and I have changed it back to its original solution.

Momentum Deferred: I have plans to change the solution to this level so your solution is acceptable for right now.

We're Coming Home: Good solution, but this one is another one where I can't force the intended solution so the level is going to be changed and moved in another rank.

Proxima

I really don't have anything to say. All of your solutions were intended or acceptable. Nice job!

Proxima

Got some more replays for you! I'd struggled with Headache 1 last time I tried it, but today I got it really quickly, and after that, once I got into these, none of them were too much trouble. Prisoners was hard, I took a while to spot the last trick even after getting the rest of the solution. You Know the Drill was really easy, there wasn't much available to try except the correct solution 8-) and I saved 100% in The Depths, a level that Flopsy said he struggled with.

Nessy

Thank you Proxima for the replays :):

Comments

Escape Route: Being able to dig down the middle platform is unintentional (Akseli did the same thing), but besides that everything else was intended.

The Depths: This is a backroute unfortunately. I didn't really think to try to go through the thin slope on the left so that's why you were able to save 100%. Thank you for catching that.

Believe it or not, everything else was intended :)