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Messages - mobius

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NeoLemmix Levels / Re: [NewFormatNL] Clammings
« on: January 25, 2022, 12:54:42 AM »
Update version 8;  [see first post for downloads]

the level "Mental Block" has been added to the Arcane rank, replacing the level "Get out of the Pool" (which I attached to this post, to save it for posterity.) Get out of the Pool was originally a level featuring a glitch and arguably not that great compared to the rest of the rank.

-This level Mental Block was not with the rest of Clam's Lemmix levels and was overlooked until now.
Thanks to geoo, Pooty and kaywhyn for bringing it to my attention.

welp; scratch my last post, after some more though and discovering yet more interesting levels, I decided, again, why rush to finish when after all, that's sort of what I did the first two times and ended up making some really poor decisions. So I've been going through some more levels to add to the pack and pruning levels. Also thanks to people on discord and on the forum who've been helping me identify levels. :thumbsup:

so just to be clear; are these from those mobile games you recently talked about in video?
Which I never knew *anything* about btw until that; never even heard of those.

These look not too bad actually. Might try using them.

General Discussion / Re: Armani's Blog
« on: January 13, 2022, 02:28:47 AM »
great to see you accomplishing your goals :D

Somehow I actually managed to travel somewhere when I haven't gone on vacation in YEARS (like a big vacation that is) and during covid no less. Don't worry I didn't come into contact with many people. I visited the mid west US for the second time in my life.

A one-month trip alone sound like fun but also scary! I don't know if I could do it alone myself. Also be careful. I wonder if anyone's able to visit Gobekli Tepe; it's a excavation site in Turkey for one of the oldest found ruins in the world; 10,000 years old :D

I plan to check out your levelpack sometime soon. Gotta muscle through finishing ROTL first... Though if you're levels posted in the level sharing topic is any indication I suspect them to be super hard :D

I assume you're talking about spoken English cause your typed English seems fine to me (better than some native speakers actually :P )

ok level selection and order is almost complete. I'm working on the finishing touches now. I'll take any volunteers to test the final version of the pack. Mainly I'm doing this for the purpose of saving replays. Since it's so large; how about anybody *remotely* interested, just work on one rank? There are 6 ranks of 35 levels each. I may ask some people via PM is nobody responds. These levels are all solvable [or supposed to be] and ready for the release. I have only a few issues yet to work out. Namely; moving a few levels around, decided on the order or swapping levels in and out and such.

here is a attempt to get A Real Breakthrough to be a bit more difficult, this tries to enforce the solution I found earlier. Now with only 4 builders.

Lemmings Main / Re: Secret exits (Amiga)
« on: January 08, 2022, 12:37:19 AM »
interesting! I didn't know about this. So, I'm assuming they got rid of these in DOS for some reason (why?) because none of these seem to be present (I'm looking at the Lemmix version of the DOS levels.

L2Player / Re: Lemmings 2 Data Formats
« on: January 08, 2022, 12:22:14 AM »
first of all; awesome work :thumbsup: It's great to see somebody taking an interest in this after such a long time.

I'm not putting this in the "suggestions" thread because I haven't read through everything so I don't really know what you're plans are.
Just felt like saying that one of the major drawbacks to L2 imo has always been the very rigid game structure; that is; every level must have 60 lems and save them all (or as many as you can) etc. I'd be much more inclined to play the game if it was more like L1 in that reguard; giving more freedom to the level designer. Some puzzles only work with a smaller number of lemmings. And not have the number of lemmings in one level effect another level obviously.

Take the Stairs; ....
wow dumbest oversight on my part ever. That's my fault; the level needed a minor change to accomdate for physics changes]. This level's kind of obvious (For a veteran) anyway, but glad I'm checking it jeesus...

Dangit; Your solution to Pillars of success was similar to mine but once again I overlooked something. I went and checked the Cheapo version (which I already did) but missed that there are some important differences I didn't copy over. I may edit this; not really sure on including this one.
Spoiler (click to show/hide)

All others were intended or acceptable!

Working on level order now.

I'm afraid I've not kept a record of all the changes; I decided not to from the beginning cause there's just too many. I kind of wish I did but eh... I will summarize them as best as I can.

I'm forgetting the following levels;

Dual Action (no idea on the solution and Cheapo differences (With bashers) make this problematic)
Short Journey. oops! That's not supposed to work [the ledge should not have extended far enough for them to land there].
This one and "Capturing Difficulties" which I never finished remaking because there are no good terrain pieces to make building it simple. Short Journey also has lots of very precise terrain placement and I have no idea what bearing this has on the solution. All of these come from Cheapo.

Real Breakthrough is not the solution I had in mind, but works I guess. I might mess with it some more.

Your replay for house of the lost staircase failed for me. I uploaded it again in case I had the wrong version in my last post (and changed the save requirement since I realized that was a possibility and backroutes may still very much exist...

the rest were intended or acceptable :thumbsup:

And as promised I have uploaded here what will be the last batch of levels. The pack will have 6 ranks of 35 levels each. [making 210 total], same as before (or in one of the versions at least).

Some of the levels are first or second rank so have multiple solutions and some I'm really not sure about including.

EDIT: Just for kicks I'm throwing this other level in here cause I haven't been able to solve it yet. [may require direct drop glitch, meaning would be impossible]?

Has anyone made any attempts at the previous uploaded levels to test?

Here's one more (possibly my last) upload of levels to test. Hole in the Wall, Short Journey and Dual Action are levels I have not solved.
The rest except for Another Impasse are easy levels (intended for the first or second rank) though some might be a bit harder than they seem at first (I thought this about "Just Old Fasioned Building"

I have only one more level that I'm testing out myself then hoping to wrap this up soon.

Just want to add that this is quite an impressive list of packs you've LPd! I only know of you and Icho to make so many playlist videos of custom Lemmings content. And since I've been away from the forum until recently you've brought some awesome new packs to my attention that I'll have to get around to playing sometime soon :thumbsup:

I voted for Mazulems, cause it is one of my favorites, and surprisingly good (if not the most difficult) for being one of the very first ever created! I'm talking about a different topic, oops!

General Discussion / Re: Simon blogs
« on: December 21, 2021, 11:45:10 PM »
This stimulates my thought to a question; I wonder if anyone else has these feelings;

When thinking very hard, particularly, or most noticeably for me, at least, on a logical type of problem/puzzle, I know for certain when I'm in a deep state of though/concentration and when there is in fact 'something to' the problem I'm trying to solve. A good example of such a problem here is a puzzle that I don't know is solvable or not like some random Cheapo Level I come across ;P. This is very difficult to describe but I'll try anyways;
Solving a complex logical puzzle requires memory and ordering items around in your mental space. Something I love a lot but always struggled with. But I honestly feel a distinct mental feeling when this takes place. Almost a 'physical' feeling but that word may be misleading here.* And its so satisfying when you figure out something complex like this and see it to completion.

I feel a similar albeit quite different feeling when creating artistically. Though with video games or music the same Eureka feeling can happen, I think the memory part is very different (or non-existent). For me when creating it often involves starting by mushing random things together or going over practice routines and then veering off into randomness or unknown territory. Eventually you hit upon something that strikes your fancy and you follow it to more interesting things. I don't think much memory is required here (at least in the logical sense I use above, different from other types of memory, obviously memory of your routine or skills is needed etc.) But idk; correct me if this is patently wrong.

*The better I get to know my mind and how it words the more I've noticed and have been able to detect these different discrete types of mental feelings. That is when I'm not dead tired, which is most of the time because of my job >_>

some new levels; mostly fixes to previous ones. I'm not real confident in any of them though, heh.

I added 1 builder to A Real Breakthrough and use a solution that has a couple of interesting tricks imo. [and made a few other changes including yours to fit the original better]

Pit of Doom; the solution I found saves more than required and leaves a skill, but it looks like a classic Ben Bryant misdirection level; but I could be wrong.

I think I may leave "Locked and Loaded" open to multiple solutions. [if I include this at all actually] Armani's trick is definitely not an easy one to find. I'm tempted to remove Crane's route yet Armani didn't find that one so easily apparently either...

Great work on Evacuation and Deadly Detour! As for the latter that I would say is a backroute because it doesn't use the one area of the level at all; which Proxima found. And I'd say that's more elegant than digging the exit out. That one was deceptively tricky.

Locked and Loaded:
Gah! your second solution was so close to many things I tried but never succeeded to do earlier. It may be close to intended idk... In the process the solution I came up with imo is beautiful; it's so much more intricate and also fits in the original 7 minute time limit; which is somewhat unusually high for one of his levels. Maybe that's only my biased opinion...

Your first solution :( sadly another needle trap would fix that backroute but also disable my solution... Let me know if you want to see my replay. I'm torn between enforcing your second solution or trying to come up with a better fix.

Manifest. I think I'm gonna leave this open to multiple solutions. It's decently challenging as is imo. I'm guessing as to the original solution;
Spoiler (click to show/hide)

I still have to spend more time on Conway's levels. I have maybe two more levels by Bryant I think I want to add.

a couple of notes in response to some comments from the past:
That Freezing Feeling; the time limit must be kept at 3:00 to enforce the intended solution as seen in his video. [you don't need two workers with 4:00]
With Crane's help I've backroute fixed some other levels; "Someone must help us" [I'm changing the title back to its original].
Also "Please Save Us" had an obvious backroute due to NL physics.
I've seen that the special graphics levels have already been redone so my earlier post was moot.

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