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Messages - chaos_defrost

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931
Level Design / Re: Level designing tips
« on: July 07, 2004, 07:25:46 PM »
Actually, no interactive objects except entrances with a Z-order higher than 15 work... Maybe this is due to a single wrong character in the code... Also, although interactive terrain doesn't snap Y-coordinates like it does X-coordinates, I read that interactive terrains (Exits, especially) only work if their Y-coordinates are divisible by 8. That is why the exits or traps don't work sometimes.

932
General Discussion / Re: Moderators
« on: July 07, 2004, 07:22:12 PM »
It is actually a ProBoard (Version 4 I think...) -- Although I see the similarities between YaBB and Proboards... They are quite similar, indeed.

Thank you for the position, though.  :D

933
General Discussion / Re: Moderators
« on: July 07, 2004, 04:04:32 PM »
I can do moderating, that is, if there are any positions left. I do have experience as a mod...

TMK
TUNMB

934
Levels for other engines / Re: Level pack topic
« on: July 07, 2004, 04:02:12 PM »
Is that last level even clearable? I mean, with only one floater, I don't think I can get up to the others to save them... and there a one-way wall blocking them! Unless there's another entrance I missed in my play-through...

Overall, good level designs. I liked the second level's trick (Although I would have given the player more space to pull it off...), but I think I back-routed the first level, thanks to the fact that a lemming dropping directly over the exit will enter the exit regardless of the fall involved.

935
Level Design / Re: Level designing tips
« on: July 07, 2004, 03:59:23 PM »
The thing I always forget is: Play test your levels to make sure people can beat them... I submitted two impossible levels to McAleead at LU... And my first LE packs had enough back-routes to make two entire new packs with just back-routes...

Also, there are two styles of LemEdit levels -- the first starts with an idea for a level, and places blocks accordingly to fit the idea. This is best used, well... when you have a level idea. The other way is used best if you don't HAVE an idea for a level -- just start placing terrain blocks in a pattern that looks good, then run the level with many skills, and come up with a level idea from that. Adjust the terrain and skills given as necessary. My later level packs have a LOT of levels like this.

936
Levels for other engines / Re: Cheapo Level Pak topic
« on: July 07, 2004, 03:55:08 PM »
My newest style, and more importantly, the accompanying level pack (Because, admittedly, the style is designed to benefit MY level design style... although you're welcome to try and make something with it if you wish) is nearly complete. The style itself is about 90-95% complete, and my level pack for it has 21.5/25 levels complete. Expect it in a week maybe.

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