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Messages - Crane

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1
Closed / [SUG][PLAYER/EDITOR] Hidden talismans
« on: July 15, 2021, 09:42:37 PM »
A brief discussion on the forum mentioned the possibility of platinum and diamond talismans after I was shown a replay of my level "Deep Freeze" where all 80 lemmings are saved (anything above 78 requires extremely precise and fiddly gameplay).

Besides challenges that are harder than gold-level talismans (although this is open to debate), I am in support of a higher level, such as emerald or diamond, for those challenges that require ridiculous precision, but I'm wondering if actually a better option would be to have a level of talisman that is hidden in the player... that is, you can see the level has a diamond talisman, but you don't know its prerequisites, possibly because very few people know about the solution or the prequisites give too much of a clue as to what you have to do.  For example:
Spoiler (click to show/hide)

Granted you can cheat by opening the level in a text editor or the NeoLemmix Editor, and there may be other ways to disguise the solution.  Still, maybe something can be salvaged from this.

2
I haven't had a chance to check yet, but I know of at least one level that uses "only on terrain" on the Christmas lights object in the Xmas tileset, namely "Christmas Cavern" (level 15 of Holiday Lemmings '16) that uses them to make a very effective Christmas tree. Will it be permissible to have a 'paint' version of this object for the Xmas tileset?

3
In Development / Re: Random level sharing topic!
« on: June 21, 2021, 01:53:24 PM »
So I've been making subset levels for a while now.  This one isn't a subset per se, since one of the one-way walls has been reversed, but I figure it makes a great "part two" level.  Have fun!  It uses Genesis music, which it expects to find in the "genesis" subdirectory of "music".

Name: The gate trap Lemmings (part two)
Difficulty: Moderately Hard

4
Currently, zombie trapdoors show the "lemmings remaining" count on trapdoors all the time (tested on level "Last Lemming Standing").  I can sort of understand the need for this because you haven't got the counter on the toolbar to go by - nevertheless, can I suggest the number only appears in "clear physics mode" rather than all the time?  It looks rather unneat and might cause confusion if there's terrain above the trapdoor that can get removed.

5
NeoLemmix Main / Re: Plans for V12.12.0
« on: May 14, 2021, 02:53:46 AM »
I would say I'm in two minds about the triggered background object, because I envisioned a gas flame that only reaches full power if a lemming walks over it, incinerating them, but at the same time it must act like a fire object and kill all lemmings, the idea being that the triggered object is the flame roaring to full power, while a separate, mostly invisible object, probably with just a small pilot light, is the actual fire object.  Being able to disable that background object would ruin the effect a bit (it's fine to be invisible in clear physics mode).

6
Challenges / Re: [NeoLemmix] Fastest Time Records
« on: May 13, 2021, 02:50:40 AM »
The race against cliches - 2:05.24

Change up the timings a bit and this can be a zero Floater solution too.

This can be done a few seconds faster in the Oh Noi More Lemmings version due to the direction of the trapdoor.

7
SuperLemmini / Re: [SUG] The re-introduction of Timed Bombers
« on: May 06, 2021, 05:28:00 PM »
I would go with the third option personally.  Let it be the level or pack creator's choice.  Timed bombers, besides the execution difficulty, have some tactical differences in how it interacts with other skills - for example, the Cloner, since if the lemming has the countdown when cloned, the clone gets the countdown too.

8
Non-Lemmings Projects / Re: Doom levels
« on: May 03, 2021, 05:01:57 PM »
Thanks to a friend whom I commissioned to make some textures, I have updated map 19 to include them.

EXTRA UPDATE: The intermission screens now have the correct level names!

9
Non-Lemmings Projects / Re: Doom levels
« on: April 24, 2021, 08:55:42 PM »
Thank you for your feedback!  I'm glad I have some potential!
Spoiler (click to show/hide)
I can't wait to see your video playthroughs!

10
I also just realised that, on the Redux version, some of the trapdoors spawn lemmings walking left, and the order of the rightmost two have been swapped - something to watch out for.

11
Still not perfect as it now overhangs the sloped wall by the exit. Best solution is to probably move the water back a bit and put some blue balls under the slope to fill up the void that will appear.  i gather the Redux version isn't suitable for speedrunning.

12
Had a look around the packs - look good so far, and many of them are so much easier in NeoLemmix!

Because of the way you've shrunk "PoP YoR ToP!!!", the left water bubble pit looks disjointed because one of the water objects was reduced in width.

13
Non-Lemmings Gaming / Re: Moments in video games that scared you
« on: April 17, 2021, 09:45:10 PM »
For me, the one time that I remember being legitimately scared from a game - in that my adrenaline raced, my heart pumped and I just froze in fear (and died in-game) - was when I found the Pac Man ghost in E6M10 of Wolfenstein 3D.  I hadn't found the secret level of Episode 3 yet, and this moment just completely freaked me out because it was completely une unlike anything I had seen in the game (and that's alongside mutants and the fake Hitlers in E3M9).

14
Though a bit of a gimmick, the screen not being centred on the left trapdoor in "Look before you leap" is part of the level's design, given the title.  Granted, you should have learnt by now to not just dive straight in since a level in Crazy did something similar.

15
In Development / Re: Random level sharing topic!
« on: March 31, 2021, 04:02:49 PM »
I decided to update Blockout a little bit by making the platform near the start much thinner...
Spoiler (click to show/hide)
...ensuring that a large range of Blocker tricks are used in a single level.

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