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Messages - mobius

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2416
Contests / Re: Level design contest!
« on: February 26, 2013, 10:19:30 PM »
I’ve waited until everyone got a solution in to make changes so I wouldn’t have to make so many updates.
There are two intended solutions. Some have found one, so far nobody’s found the other (apparently harder one). In case anybody’s interested “version 4” prevents the first one (allowing only one (you know 'hopefully' allowing only one).
I personally like the decoration the way it is in version 3 currently.

2417
thank you very much for this! this music is awesome  :o :thumbsup:

anxious to use them while playing games  :D

2418
Contests / Re: Level design contest!
« on: February 25, 2013, 12:28:38 AM »
in that case, geoo, Akseli and Proxima have all found solutions to both versions of my level respectively.

geoo, I didn't get your level to work in Lemmix. It complains something about FindGraphicSet 6 not found.
Tried style Original & ONML. (sorry if I asked a stupid question.)

By the way people, what of the levels of this contest you consider hardest?

you need the "CustLem" style. If that still doesn't work check your game data folder. maybe something got misplaced.

what levels do I consider hardest?  :-\.. ALL of them!!  :XD: I just spent a headache of a time trying to solve ISteve's to absolutely no avail... depressing  :(
But I think I'd rate geoo's as currently hardest as I don't even know where to begin. I made a few attempts that are clearly way off. Now I just don't know, I got nothing.

is my level very hard btw? Like I mentioned I made it quickly because geoo encouraged me to join but I had no real good ideas lately. I'm surprised, honestly that I managed to come up with that. Plus, while ISteve seems to be very good at making 1 of each skill levels I'm likewise terrible at it. (only attempted one other time and that failed because I needed to remove 1 skill)

2419
Contests / Re: Level design contest!
« on: February 24, 2013, 08:37:36 PM »
some of my solutions feel possibly backroutish, but then everybody’s levels these days are like that. Plus I think that’s naturally going to happen with a 1 of each skill things like this. Or any challenge requiring you to follow a pre-set skill allocation. This was difficult for me for sure!


It's definitely a nice level to try out different things, while not having any easy solution that stands out. I'm just curious which design process you used when making this level (if it doesn't give anything away about the level); I like building a level around a certain trick, others prefer starting with some terrain without a specific solution in mind, then trying to find solutions themselves and the refine things. I suspect the latter have the tendency to be a bit more backroute-prone, as the designer essentially has to do the work of a solver as well. Is your level made like this? The design looks really clean!

I don't usually like bumpy terrain (especially if I have to solve a level), but bumpy terrain is nice to hide features of the level in, and I might have succeeded, considering no-one has solved version 2 of my level yet as far as I know. :P Among the styles with bumpy terrain, rock is definitely my favourite.

or you can do like I do and pull out a flimsy level without any real good solution in mind  :XD:

your level is tough Akseli, that's for sure. I keep coming close but no cigar...  ??? as to geoo's level I don't even have a clue  :scared:
what's with the title anyway? just random or is it a joke I don't get?
Clam's level is pretty ingenious on that line too  :D
and Steve's level now looks like a work of Picasso (not a bad thing) :D
---------
are people getting points for every version of a level they solve? So the more versions the more points they'll get? (so it might be in my interest to not make revisions?  :evil: )

2420
Contests / Re: Level design contest!
« on: February 23, 2013, 02:05:00 AM »
as expected I solved nothing except one level on my first try. (well I also solved IS's but most likely the back route)

[unnecessary rage]
playing got me really frustrated and I miss the directional select of Lemmini. and really wish bashers were always able to bash into a damned miner's tunnel!!  ><img src=" title="Angry" class="smiley" /> ><img src=" title="Angry" class="smiley" /> ]

--------
Proxima already backrouted my level, I figured this was going to happen because I rushed the design. anyway here is a improved version. that didn't take long...

2421
Reviews / Re: Level Review – DoveLems
« on: February 22, 2013, 10:11:21 PM »
agree, I think Trapped Exit gets points for originality. even if it’s fairly easy. plus I like lone lemming levels.

Plain 24: Sapphire Mine




Lemmings: 20
Save: 10 (50%)
RR: 10
time: 3 minutes

skills: 10 each

good: crystal’s my favorite set, so I automatically like this one. But the decoration is very well done. I like the placements of all of the little pieces. The title is nice. and This is a nice challenge for fun because it’s a little tougher than the ordinary fun level; despite it’s compact size. I like that the exit is slightly buried.

bad: nothing

Trapped Exit looks cool. I don't remember seeing diangle hazards that you need to build over. I'll play these levels when I'm done with Mobius 3. I'm trapped in "Three's Company".
:D there's hints if you need them. (although my hints may confuse you more :-\ )
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I also encourage you to play DoveLems Luis, they really are great!

2422
Contests / Re: Level design contest!
« on: February 22, 2013, 09:55:57 PM »
is it too late for a submission? I wouldn't worry about not being fair because there's not enough time to solve it-my levels are rarely that hard.

Competing with these levels is savagely hard. All of those look really well done guys.  Nobody was fooling around  :D

I'll try solving levels but I doubt I'll be able to solve most of them (particularly geoo's or Clam's ) period, let alone on time...

2423
Contests / Re: Level design contest!
« on: February 21, 2013, 03:25:57 AM »
wow, all of these levels look amazing!  :o :thumbsup:

is it a total coincidence that clam and geoo made a level with retirement in the title  ???

don't feel discouraged Crane, your level looks great! It's generally more difficult to see backroutes in your own level because you have your own solution fore front in your mind.

2424
Lemmings Main / Re: The Apple Computer Level
« on: February 21, 2013, 02:59:31 AM »
interesting find  :thumbsup:

---
something I just realized about Lemmini; they got the buttons for the skill pallet from the WinLem's-made pictures seen in the level preview window.

2425
Reviews / Re: Level Review – DoveLems
« on: February 19, 2013, 02:09:02 AM »
Plain 21 – Flack and White



Lemmings : 50
Save : 40 80%
Release Rate : 1
Time : 3 minutes
Skills : 0 climbers, 10 everything else.

Good : nice design and good building/planning exercise. A level fitting for the first rating. The decoration on the sides is nice. (i looked there for a hidden exit, just for ** and giggles)

okay: I don’t get the title unless it’s just a fun play on words,. I don’t know what flack means and looking it up didn’t help. or I’m just totally missing something. (not unlikely)

Bad : Compared to some of the previous levels this one seems too easy, but not terribly so. (not so sure, I'm not sure if this is the first level where you need to build and mine through the steps...) I personally don’t care for the freezer blower above the ice the way it is.

2426
Level Design / Re: PSP Special Levels
« on: February 18, 2013, 11:10:01 PM »
I’ve began playing the PSP levels today. So far they look great! good job Luis.  :thumbsup:
I plan on doing some challenges on these. should be fun  :)
-------
I made a folder of ini files for playing these in Lemmini. It doesn’t include some of the early/tut. levels and I didn’t number them. I figured if anybody really wants this done just ask and I can do it them. (I personally enjoy playing in Lemmini more)

EDIT: totally forgot to attach the folder  :XD:

good job on behind the net! it looks really nice  :)


I can give you some tips about Lemmix if you want Luis; (1 tip)..
-one way to deal with the exit triggers being out of place is to put “no overwrite” terrain underneath the exit. A small piece so that the lemmings step up and into the exit properly. This way you don’t have to have the exit sunken into the ground. This doesn’t matter however, if you make a level specifically for Lemmini.


2427
Reviews / Re: Level Review – DoveLems
« on: February 16, 2013, 05:53:52 PM »
Plain 17 – The Heat of Action



Lemmings – 30
Save: 80%
RR: 20
Time: 2 minutes


skills: 30 climbers, 10 builders, 10 miners, 10 diggers

Good: layout and decoration is very neat and interesting. I personally really like levels which involve climbing and multitasking like these. (Basically; a level that deviates from the standard send 1 worker out ploy). There are numerous ways to solve it with leeway, but some work much better than others. I think the time limit does good to steer you toward some solutions more than others. I also like hell levels with words in them. :D

Bad: I think it’s a little too hard for its position. Possibly better suited for the next rating. I spent a while on it before realizing a much simpler solution which saves time and 100%!

-------------
...ntioned about the black background, so some might have already guessed that the screenshots have been taken from Lemmix. I just checked this out why the liquid seems a bit different, because I didn't know it at first, but yes, in Lemmix it looks a bit different (the level image) than in authentic gameplay in Lemmini (like the background colour issue, too). But I have no idea why.

this could be because in Lemmix all objects are automatically aligned to an invisible grid. I don’t think this happens in Lemmini at all. So Dodo could have saved the level in a pre-moved state, but if you’d open that level up again in Lemmix it will be moved on its own. Sometimes things even disappear completely.

I recognize Pikachu on Glad0s' shoulder there Pieuw  8)

2428
Challenges / Re: Maximum Lemmings Saved Records
« on: February 14, 2013, 10:30:05 PM »
Oh no! More Lemmings
Wicked 7: 76/80

How on earth can you turn the right hatch lemmings to left without blocker?
So isn't it possible to save only 75/80? Or is there some megatrick involved?
Could someone explain the solution to me, I tried hard for half an hour and didn't manage to come up with a way...

I have a possible theory... block the lemming in on the top and somehow use the blocker to create a hole. I really have no idea this would be nice to have an explanation. I assure you it is most-likely possible. Some of the players here have god-like powers...  ;P

2429
Fan Corner / Re: Little Lemmings Sweets
« on: February 14, 2013, 10:16:52 PM »
thanks for the link  :) I got mixed up about that... somebody  I knew from the South got those.

but I heard of this candy from England that they don't have in America and I can't remember the name... Of course; I guess they're lots of candies they don't have here  :XD:

2430
Reviews / Re: Level Review – DoveLems
« on: February 14, 2013, 10:10:26 PM »
I so agree with you, and we are going to see this especially in the later ratings. And For the Honour is also these tutorial levels I admire, I find that bombers are used here much more elegantly than just for getting through walls.

I think the first bomber level is probably the best intro for bombers ever. As it involves timing but not precise, better than the original games' level. well done. I’m curious if Dodochocalo is actually an artist or in that field. It certainly shows if he is.

Plain 12 - Don't Let Them Leave the Way



Lemmings: 20
Save: 50%
RR: 1
Time: 5 minutes

[oops, forgot the skills]: 10 of everything

Good: Layout is interesting and complicated, leaving a variety of solutions but none of them are too easy. The Design is good. It's fairly easy for beginners to get 100% (I think... difficult to judge since I'm not a beginner...) Also, the three entrances are a nice touch.

Bad: the only thing that looks a little bit bad is the double acid pool, but this is unavoidable if you want to make "thicker" acid. Some people don't mind it.


note: this level looks different in the picture than my own...[the acid pool looks a little different in the picture] (maybe this was already talked about)

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