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Messages - geoo

#1351
Levels for other engines / Re: Level pack topic
April 15, 2006, 10:36:32 PM
As promised, I've finally come up with my second pack for CustLem(2), the third Lemmings one for me overall. Also, I hope (and somehow think) that my announced try to make the levels of this pack at least about as hard as the ones of my first CustLem(2) pack was successful.
I somehow managed it to use my favourite style, the bricks one, only once, however this pack reflects my preference for using only a few lemmings again quite well with half of the levels having less than ten lems.
I recommend to use CustLem2, but it shouldn't make too many differences (except for level 7) if you use CustLemm. Therefore I created a separate CustLemm version of this level: http://207.58.177.175/~geoo89/lemmings/1-PALAC2.LVL

Special thanks go to ccexplore for having a look at level 10 and especially tseug for trying and finding backroutes for a couple of levels.
Anyway, here's a link to the whole pack: http://207.58.177.175/~geoo89/lemmings/geooPk1.dat
Level 3 requires a special graphics file: http://207.58.177.175/~geoo89/lemmings/vgaspecS.dat
Some of the levels need quite a bit of precision (fortunately mainly in the earlier parts or in short levels), but except for level 7 not in an incredibly annoying amount; also I somehow managed to solve level 7 at my fourth try when checking the CustLemm version for its solvability (and the CustLem2 version requires as much precision as it). Overall I tried to set the priority on working out the solution, still the execution is not so easy usually (and I already tried to avoid precision whenever possible).
In case you find a solution for a level that seems backroutish to you, or you (except for ccexplore this time since he already knows the solution) find a solution for level 10, it would be nice if you could tell me. And at last, 'enjoy'. ;)

PS: My next pack's going to be for Cheapo, hopefully getting ready anytime, perhaps within less than half a year.
#1352
Lemmings Main / Re: Cheapo Super-Pack Level List
April 14, 2006, 06:20:46 PM
I.S. 02: Menacing - Level 13: The Lobby
Save 88/90
Time: 6:16
Release Rate: 99
Skills: 1 of each

Good: A nice one-of-each-skill level not being obvious (at least it took me some time to find the solution when I first played it, this time I remembered most of it); the difficulty matches the position it is in.
Bad: Timing the bomber can get annoying, especially if you forgot where you timed it in relation to the point of the explosition the tries before; I don't like the design, but that's my taste.
#1353
Lemmings Main / Re: Cheapo Super-Pack Level List
April 08, 2006, 03:04:17 PM
I.S. 02: Menacing - Level 11: The Rainbow Road
Save 27/30
Release Rate: 70
Time: 1 minutes 48 seconds
Skills: 1 climber, 1 floater, 1 bomber, 1 blocker, 1 builder

Good: The rainbow design looks nice; solution is not obvious overall; when done correctly, you don't need luck for executing the solution in order to work; nice skill selection.
Bad: Don't see anything to complain about...
#1354
Quote from: Insane Steve link=1089162351/675#681 date=1143847699I can't get it to work on I.E., Firefox, or that weird browser Yahoo! gave me with its DSL package. ... Anyone want to sent me an email?

insteve[at]gmail[dot]com
Mail sent.
#1355
Lemmings Main / Re: Cheapo Super-Pack Level List
March 31, 2006, 06:48:00 PM
I.S. 02: Menacing - Level 9: Exodus
Save 100/100
Release Rate: 20
Time: 5 minutes
Skills: 8 climbers, 24 floaters, 8 diggers

Good: Very nice design, I especially like the sand hills; they disguise the way to hold the lemmings (which is a good idea).
Bad: Quite easy and a bit obvious.
#1356
Reviews / Re: Cheapo Level List Game
March 29, 2006, 01:49:07 PM
I just worked out another solution for getting into the right exit for Lemming Dilemma; it uses a glitch though:
Increase the RR when the second lemming is out, and have the first dig nearby the edge that there's a 1px wide pillar of terrain left to the right. Have at some point a lemming build to the right that he gets through the pillar, stop him making him digger after having set three steps. Have him build to the exit.
Release the other lemmings making on of them walking to the left dig that the other digger is released. Have him build to the wall to turn around. All lemmings should get in right in time.

As for prelude, I had alsmost got it when four lemmings walked past one of the teleporters thus causing me  to get only 32 instead of 36 in. In my solutions I went down at the left.
#1357
Level Design / Re: Cheapo or Custlemm?
March 26, 2006, 09:24:44 AM
Quote from: Insane Steve link=1139448940/15#20 date=1143263846Huh? How do the results of an opinion-based poll with 16 replies empirically PROVE anything?

Especially when the poll doesn't even clearly support one choice.

I didn't vote despite having made roughly 100 level for each editor. I just can't decide which is better right now.
Neither did I. Same reasons, just that I made quite a lot less levels for both.

One thing I don't like at CustLemm is the bad handling, but also Cheapo has its disadvantages.
#1358
Lemmings Main / Re: Cheapo Super-Pack Level List
March 26, 2006, 09:21:08 AM
It's business and laziness for me, as usual. You'll see me reviewing levels only rarely in general.
Anyway:
I.S. 02: Menacing - Level 5: Over the Top
Save 118/120
Release Rate: 20
Time: 6 minutes 16 seconds
Skills: 7 builders, 1 of each other skill

Good: The title says everything and nothing; I like the general design for some reason; it's not just the route of the main idea but has also and interesting start and end.
Bad: One of the actions takes quite long; the thin pillars for the middle platform perhaps.
#1359
QuoteNo, since the walker also walks only one hires pixel per frame.
You mean that also for this case when the lemming is standing on the edge there are two frames he'll build the the same place? I had thought this might be a special case and one of the frames is already the faller frame...well, then the seemingly increased difficulty is probably just illusion.

Quote'm not sure if you're talking about Lemmini or DOS lemmings in the first two sentences.
In Lemmini, a digger can fall 1-7 hires pixels without stopping digging at the moment. It will fall (up to) 3 hires pixels per frame as a faller, but is still a digger. After falling down 8 hires pixels, it will be converted into a faller.
Also, as a falling digger is still a digger, you can assign any skill to it that you could it it was not falling (makes no difference).
The first two sentences are referring to Lemmini.
The behaviour is quite a bit strange to me, but if it is intended to be a feature, well, it also has indeed advantages.
Although a skills can be assigned to the digger after the 'fall', it cannot be done during the fall, that's what I meant with my sentence before.
#1360
Quote from: Ahribar link=1140547071/195#200 date=1142631898[...]
Btw, I'd like to add a voice in support of what Eric said about the cursor -- having both the box and the cross is also annoying.
Nice, then I'm not the only one complaining. ;) I'd still suggest the arrow (like in Cheapo) as an alternative option.
As for the bridge stretching, it also seems more difficult to me, I dunno however. There seems to be still only one frame to make a bridge overlap of 2px, but due to the doubled frame rate, it is twice as hard as for the DOS version to hit the right frame? Additionally, for the DOS version it is possible to stretch a bridge with only one px overlap when building to the right. However, this is only possible for building to the right, so I don't think that it would be neccessary for Lemmini.

The last four Tame levels are still missing, just in case you'd like to add them, I uploaded them: http://207.58.177.175/~geoo89/lemmings/Tame4l.zip

Some old bugs I'd like to remind you of, and a few new ones I found:
- miners and bashers still don't turn around when hitting steel (they should do even if they'd be able to continue walking)
- it is possible to build through a 1 lo-res pixel thick wall, other walkers however cannot pass such a wall
- bashers can (as Ahribar mentioned for the hi-res pixel) bash past an 1 lo-res pixel gap below them
- ccexplore once mentioned that the palette for the objects in the special graphics levels might be changed
- when a digger breaks through, he immediately starts to fall while still doing the digger animation, at this point it's impossible to assign a skill to him. This behaviour causes that the digger can continue digging when he fell low enough, i.e. he can pass a 2 lo-res px gap without stopping digging. The other thing is, for a digger who's on thin air i.e. has no terrain below him, in the DOS version he does another complete digger animation before falling, and during this period you can still assign any skill to him.
- the horns for the fire exit are still missing. If anyone wants, I could try to design those.
#1361
Reviews / Re: Cheapo Level List Game
March 08, 2006, 03:20:57 PM
Lemmings Plus 3: Daigoro - Level 9: Catastrophe
Save 20 of 20
Release rate: 1
Time: 2 minutes
Skills: 1 builder, 20 of each other skill
Good: I like the design for some reason; shows up (intentionally) a nice use of an (at least for experts) known trick.
Bad: Compared to the levels before, it is, as stated in the introduction, lots harder than those, such a difference doesn't even appear in the original lemmings, and by far not at such an early position; has a backroute*.

*) You can simply solve it using the trick[highlight]to create a step into the terrain when you have a basher build during his stroke[/highlight]. However you could easily remove this backdoor removing the builder (since there's a way to do the intended solution without not using the builder), it would make the level even more difficult compared to the others though.
#1362
Lemmings Main / Re: Author Level List Game
March 08, 2006, 02:46:50 PM
Well, there's a level I've always wanted to review.
It took me ages to solve; when I first saw it, I dunno, it had somewhat mystic to me. I knew: I must solve it, at whatever cost. Everytime I played it, I looked at the Mon0lith, thought, thought, thought, and got desperated...
Now that I solved it, it's still a legend for me:
I.S. 4: Hopeless - Level 20: The Mon0lith
Save 28 of 40
Release rate: 95
Time: 2:15 minutes
Skills: 4 climbers, 2 floaters, 2 blockers, 4 builders, 10 bashers, 3 miners, 1 digger
Good: Already starting up with an accosting introduction text, when seeing the Mon0lith itself, it has a memorable and though astonishingly clear design. It is very nicely formed, nicely steep, not too straight and not too bumpy, and the writing on it has style, it gives the Mon0lith a twist but isn't high-pitched; also the clear design around it matches the whole style. For the solution, having given seemingly enough miners and builders the level doesn't seem that bad at first, but later this fact only causes the desparation, as the well chosen music also does. Once you have worked out the main idea, you also need to work out the timing of everything to get everything right in place giving it a second challenge. The main idea uses a nice trick which is neither glitchy nor unlogical, and this fact makes you wonder why it took you so long, but there must be a reason I don't know. When all the timing is worked out, there's no frame or pixel precision required. The time limit is very tight giving it more thrill when you're trying to solve it, but for the right solution you'll always get them in at 0:00 without much problems for whatever reason, however the time peroid the lemmings walk towards the exit is full of excitement. The amount of lemmings to save is the minimum for the method, thus avoiding annoying re-tries until you get it. And it's very pleasing to solve it...
Bad: Nothing. Really. Although...it lost a little bit of its mystic after solving it.


Well, that's what I just wanted to say. I just wonder whether this thread will keep active since the are already two custom level review threads, for both Cheapo and CustLemm.
#1363
Reviews / Re: Cheapo Level List Game
March 04, 2006, 12:34:05 PM
Quote from: Insane Steve link=1102948574/195#203 date=1141428552[...]
BTW, geoo,  which one level you have left? I'll have to finish the other 30 sometime soon.
'Sometime soon' sounds good. ;)

The only level missing for me is Hopeless 18: 3M; that means between the last time I told you my status I solved Attack Of The Subconscious and Back And Forth.
For the former one I needed a huge amount of tries for some reason, but now knowing the solution I understand that you were surprised that I hadn't solved it at that point. I had thought that the solutions wouldn't be possible because the [highlight]long way miner[/highlight] would be too slow to break through right in time.
For Back and Forth, I was always two builders short until I found a different way. That way I could solve it with two spare builders.

For 3M, I hadn't played it too much because of the lots of building, and now after some more playing I didn't work out a solution yet. Additionally, the time limit seems to be very tight.

#1364
Reviews / Re: Cheapo Level List Game
March 03, 2006, 08:17:07 PM
IS01: Difficult - Level 21: 4 Pillars and a Trap
Save 76/80
Release rate: 30
Time: 3 minutes 15 seconds
Skills: one of each

Good: It's already almost a classic, uses one of each skill most effectively showing up several ways to break through a thin wall and has a simple and clear design.
Bad: The long time of digging is the only thing I can think of.

BTW, I'm almost done with your four sets, Insane Steve. Only one more level to go. I hope you'll get this work ready anytime.
#1365
Reviews / Re: Cheapo Level List Game
March 02, 2006, 09:59:50 PM
IS01: Difficult - Level 19: 8-3 Staircase
Save 90/100
RR: 05
time: 8:03
Skills: 5 climbers, 5 floaters, 1 bomber, 5 blockers, 15 builders, 1 digger

Good: Nice idea to remake a complete level from another game (although it is said not to be exact); either ways it uses quite a nice trick; nice simple design.
Bad: IIRC, I solved it differently the first time I solved it than this time, therefore it might have a perhaps backroute-like solution; a lot of building, too much IMO; and building over a blocker required (something I don't like for some reason).