Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - mobius

Pages: 1 ... 12 13 [14] 15
196
Reviews / Level Review--Lemmings Revolution
« on: September 19, 2012, 01:54:12 AM »
review thread for Lemmings Revolution.
Why let the reviewing end! I picked Revolution because it’s a game I love and I can’t review L2 or any of the others. (I could review paintball but that appears to have bad beef here. Not a single thread of discussion about that game! :o I’ll have to fix that eventually.)
Go from 4-5 to 4-6 etc.
Rules follow the same as the other reviews. (Except don't count on me to strictly enforce them. I'm easy).

I’m starting out with level 4-4 because all the levels before that are tutorial levels. If anybody really wants to review those levels you can of course. I personally think they’re mostly boring (even for tutorial levels)
I don’t know where to get pictures other than from the game itself. You couldn’t see the whole level from that however.
Thanks to finlay for use of his spreadsheet for much of the level information.
I’d kind of like to talk about general things about the game itself as well when they come up so feel free to do that. There’s a lot of things that bother me. (Despite this being my favorite Lemmings game).

4-4 Seafood Sarnie

Lemmings: 25
Save: 20
RR: <50 [< means RR can only go down, > means it can only go up. If otherwise not mentioned the RR is totally changable]
time: 10 minutes

skills: 20 bombers 20 blockers 20 builders, 20 bashers

good:  A good beginner level with a crab. I like the crab, I don’t really know why.  :D

bad: the laser gate is right by the entrance making it pretty pointless. Unless (as I’m guessing) it was just more tutorial stuff to show off what it does. Kind of an odd skill set for a beginner level.

197
Lix Levels / mobius' lix level sets
« on: August 19, 2012, 04:45:56 AM »
before you get excited; there's nothing new here... yet. (unless your new to this forum, then please try my levels)

Here are [the best of] my first 19 levels. I renamed some of them and tighty-ed them up a little. All of them are backroute tested pretty extensively except for 19.  I plan on posting this folder in the community set as well so that you can replace these with whatever versions you have currently in there. But I currently have three-hundred and thirty three posts and my karma count is three.....  ;P

On 19, Eye of the needle, I made a very simple edit to geoo’s first revision version. (which is the second version after my initial upload). I can’t back route it with the known ways yet, but we’ll see about that. If this works I won’t have to use geoo or Proxima’s separate version they made, sorry guys. :XD:

Hopefully there will be a set of more new levels soon!

EDIT: I fixed the problem with the order.txt. download this version.

@Simon, thanx, but...  Clam has no line breaks and his work  ???

198
Tech & Research / Strategys and methods for solving levels
« on: August 18, 2012, 12:44:17 AM »
(warning: this topic will have spoilers)

Since I recently solved a level I was working on for a while I can relate exactly my process for solving it. And I wanted to discuss this to hopefully better understand how other people solve levels and learn something about creating them.

The level is “Move on in two Separate Groups” (Sunsoft 23) from Genesis. *see attachment

I’m fairly certain if anybody cares to talk about their solution to this level it will be different.


The first thing I did was take a look at the terrain and look for the immediate apparent plausible route. Which I decided was going upward, through the large twisted pillar. I also considered going under that if it didn’t work but noted it would almost definitely take more builders.

You need 100% so the blocker seemed a ruse at first, because I always associate undermining blockers with glitchy behavior (idk really know why, you were required to do it in the first game; it’s a stupid association). Regardless I immediately thought of using the blocker on the left where I could easily free him by bashing under the steps. This takes up 2 bashers however, if I wanted to get a worker on that side, which I thought from early on I really needed one. You can bash right but then too many lemmings clustered out so I was forced the use more than just one builders to prevent them from dying so I pretty much ruled that way out. I found no way of bridging that gap from the other side. This also got me into a habit of using only one builder at the gap and prevented me from seeing the need for 2 builders there early on.

Letting that side go for now, I focused on the upper entrance. From that entrance lemmings will be trapped in the twisted pipe. With no climbers the only way to get them turned around and going left is to use a builder. First I just did that; making all the lemmings fall into the area around the steps and pretty much trapped for now. The fact that just two builders would get them out of that area wasn’t clear to me at all until I tested it out much later. I didn’t even bother testing because it just didn’t look possible. It’s kind of hard to tell but 1 builder will just make it from the left upper steps to the twisted pillar. Eventually I came up with the plan of;
-block on the left, build over that gap. Then free that blocker.
-on the right, build to turn around then when they get down in the small step space bash left to make a path for the left lemmings.

I then gave up for a while and when I came back to this level I first came up with the habit of letting 1 lemming (on the right) fall into the twisted pillar to bash right toward the exit then build above him to block off so I could bash again later to complete that way. This always ended in running out of bashers. Which led me to stop blocking on the left and looking for another way to hold back the left crowd, or just brute build over the gap.

Eventually I discovered you can build once on the right over the crack in the twisted pillar, bash, build and build only once more to stall/turn around one lemming and the way is then safe. There was then only two lemmings that went down to the left. The way was pretty much clear then.

So in the end it seems that a simple miss misunderstanding in the beginning combined with some stubbornness is what kept this level from me.
After I have a solution I can look back and say that the main problem here is that I didn’t test enough. 1 major stumbling block for me was getting up the stairs next to the twisted pillar. However I can say that if the designers purposely made that difficult to see; they succeeded. (If this was intentional or not, something tells me it wasn’t)
Visual elements effect me a lot so it seems.

The hardest levels, I believe, are those in which you need to ‘create a method to solve it’.
A good example is ‘No added colours or lemmings’ from Mayhem OL. the solution is a procedure not similar to any other yet in that game.

Another way is the old; “eliminate whatever is impossible and the solution will present itself”. While I can confirm this worked for me a few times, it’s doesn’t always work so well for me. Simply removing everything that’s impossible just makes it seem more impossible. :P

199
Help & Guides / DOS Box
« on: August 12, 2012, 12:12:51 PM »
here is a screenshot of my Lemmings DOS folders.

note:  I have already set up virtual C mount correctly. It says so anyway.
When I use DOS box I type (after c: ) Lemmings2\L2.exe  The folder names are correct. It says Illegal command.
I don’t understand because Lemmings 1 loads up fine that way. Lemmings 1 doesn’t work either however, after the PC compatibility selection screen the game crashes. It says; failure to load.

(I have windows 7 and pretty sure I got the correct version of DOS box)

200
Lix Main / music
« on: August 09, 2012, 10:36:01 PM »
Here are some short ditty’s I made. This is basically just me messing around with a simple synthesizer. I can make much more complex songs; I just wanted to throw some riffs out there.

Some of them sound sloppy (particularly 2). This is because when I began using my set-up my keyboard had significant delay [I’d press a key and 2 seconds later it would make a sound on my PC] which is irritating needless-to-say. It’s improved some-what but I’m still working on it.
I thought with the set-up I had that I could record my piano onto my computer but I’m beginning to think that’s not possible now. This was done using an on-computer synthesizer. If I could record my actual keyboard I could do drums and basically any instrument I wanted but I still might find a way. I have a new program with other instrument features and such I just didn’t try it out yet. If I used my keyboard, note, it would sound totally different from this.

number 1 sounds a little weird because there’s fifth harmony and there’s no ‘sync’ on the program I have (at least I haven’t found it yet). But I’m looking into that too.

with Adobe Audition I can make dlb, sam, wav, svx, aif, cov, vox, dwd, mp3, m4a, pcm and raw files… but not ogg. :(  I can always look for a audio converter or I might already have one.

EDIT: I fixed the issue; I made it a zip file instead. Idk what was wrong.

201
Help & Guides / Lemmix Tutorial
« on: July 31, 2012, 12:32:54 AM »
I have a question for ccexplore (this is my punishment for mocking other people that asked him stuff).
(Unless anybody else can answer of course)

I'd like to make a video tutorial on how to set-up and use Lemmix. Since I got the version ccexplore uploaded with all the files already in it; I don't actually know how to set it up properly. I was looking through the forum and a found a few contradictory ways to set it up.
Maybe someone with a "correct" version could just show me what their folder looks like and the ini files. [By correct I mean that you got Lemmix from Eric's site and you added the files from your own Lemmings game/s.]
But I'd prefer pretty detailed instruction.

Simon suggested I tell people the proper way to set it up. Plus I don't really feel comfortable telling youtube that I'm encouraging people to come to this site just to get copy-righted material. [Is it alright that I'm mentioning it right here? :scared: I'm paranoid about that stuff.]

202
General Discussion / video game walkthroughs
« on: July 27, 2012, 12:30:27 AM »
I've been considering making some video game walkthroughs. I recently bought a microphone and have no use for it.
I'd like some tips. Anyone here ever do it? How much work does it involve/is it worth the effort/ is it fun?/what should I expect?

I guess what I really want to know is; what is being an author on youtube like? I have a channel but I've only made 4 videos of random things that I'm not particularly proud of.

203
Non-Lemmings Gaming / Super Mario World
« on: June 29, 2012, 10:29:42 PM »
anybody here have Lunar Magic? (the custom level maker program for SMW)
I've recently got interested in using this again (I barley used it at all since I got it a year ago) and  I might make some levels.

204
for anyone that watches the news all the time and is terrified of natural disasters and such; I urge you to watch this whole speech (there are four parts). Micheal Crichton is an American author and doctor. He is one of the few famous people I listen to.

http://www.youtube.com/watch?v=9qtgQXtrl4Q&feature=results_main&playnext=1&list=PLB3DB7F94B51C3335

205
Help & Guides / Lemmings on Old Computer
« on: June 02, 2012, 03:20:06 AM »
I recently got a Macintosh Apple from 1992. (and it works :o) It uses regular floppy discs (I think).
[Now I realize this is kind of a dumb question considering I started the 'versions of Lemmings' topic in the forum but] I want to know exactly which version of Lemmings can work on this computer? And I'll probably try to get a floppy disc copy off of ebay or something like that.
And what about the other games like Lemmings 2 or 3D?
I can post more info about the PC if necessary

206
Tech & Research / Lemmings Revolution game mechanics
« on: April 27, 2012, 12:36:13 AM »
this is a thread is separate from file formats. It won't be that technical (but if you have insight as to how things work and you want to, by all means post it) This is to discuss how certain things in the game work (in case an editor ever gets made and for just general knowledge)

-I'll keep updating it as I play the game and learn more.

====================
<<<Teleporters>>>

(first some info I took from the glitch thread)

-the time it takes for a lemming to re-appear at the exit T varies for each level.

-Teleporters are supposed to make a sound which can be heard on "Water way to go" but the sound doesn't play for some reason on any other level.

-The teleporter "beam" is turned on whenever one or more lemmings begin to enter/exit a teleporter on one side, and normally the beam turns off when all lemmings have gone through to the other side (for the entering teleport) or when all lemmings have finished exiting (for the exiting teleport). 

-("broken teleporters")
However, if a lemming explodes in the middle of entering or exiting the teleporter, so that there's a lemming that never technically went through to the other side or never finished exiting, this will result in [that] teleporter beam staying on forever. (note this only effects one [that] side of the teleporter)

-A lemming cannot re-trigger a teleporter until he has left and re-entered the teleporter's area of detection.  So for example, if you set a blocker at the immediate exit point of the exiting teleporter, you can trap the exiting lemmings within the exiting teleporter's area of detection, and they won't be re-teleported (simply walking past the teleporter with no effects) until they can leave and re-enter the detection area.

-Lemmings exiting a teleporter go immediately into whatever state they normally would; example; if there is a wall directly close enough to the T the lemming will exit and turn around and not be re-teleported. Furthermore, if that lemming is a climber, upon exiting the T he will begin climbing the wall without ever touching the floor.

-Lemmings can trigger a T and enter it even if there is terrain in the way. (see screen shot)[/li][/list]

-In most levels: the direction a lemming is facing dictates how it will come out of the exit telepoter.
If a lemming goes into a T facing RIGHT he will come out of the right side. If he goes in facing LEFT he will come out on the left side. This is regardless of the side the lemming goes in and only takes into account the direction their facing.

-However (In the level 'Lock In'), if the teleporter by the timed wall is "broken" and a lemming enters the other T from the right side, facing right, this time he exits T2 from the left side! (changing direction)  ??? ???

-----------
-right now I'm investigating the levels where the teleporter connection is not congruent. (like 'Just you wait')

[when I say "wrong side"; I'm referring to the side of a T which is not intended to be used. In most levels, this is fairly evident. And when I say "wrong way" I mean a lemming entering the T facing AWAY from it.]

teleporters are not always as simple as "T1 sends to T2".
 
-Some levels do demonstrate this behavior. (Levels with only two teleporters obviously, Lock in, Lemming Be Thy Name, for example) But at least one with more than 2 does this as well;

"Under and Up"
(Teleporter near entrance; T1. under entrance; T2. near balloon; T3. under balloon; T4)

T1 - T2
T2 - T1
T3 - T4
T4 - T3

-but some levels are completely different:

On "Green with Envy" there are 4 teleporters. Every T except the one by the balloon exits to the one by the balloon. If a lemming enters the one by the balloon it exits to the one directly to it's left.


"Just you wait" is similar. There are four here. (one at the very top; T1. One below that on the retractable wall (which from now on I'll be calling RW or doors for ease) above the water: T2. Two near the balloon; the left one: T3. & the one closest to the balloon T4.

ENTER  EXIT
T1 -    T4
T2 -    T4
T3 -    T1
T4 -    T2

as of yet I've found no way to exit from T3. (It's not possible to access the other side of T2 and T3 because the ceiling is too low to build over)

207
Tech & Research / Version Differences
« on: April 12, 2012, 12:38:27 AM »
[I realize something like this has already been done on other sites but I didn't see anything like it here and I wanted to go into more detail. Obviously; this is not finished.]

here's where you can compile information on the differences between all the many, many versions of Lemmings games. In this first post I will have only Lemmings 1, the original.
feel free to contribute or make corrections.
I'll do other games later if there's enough information on them
============

Amiga
-intro with balloon and mountains and music
-cursor is unique and waiting cursor is a lemming sleeping.
-menu screens are greenish/black
-background color is navy.
-you can scroll the screen at different speeds
-selecting a skill or changing the RR while paused; NOT possible.
-many levels have liquid across all or most of the bottom of the level
-max # Lemmings 100
-two player mode. One of the few version to support two mice.
-right click to invert worker/walker selection priority
-no directional priority
-brown skill bar
-when you change the RR the pitch goes up like a bottle filling up with water
-first version with a voice for the lemmings (as heard in the video in a link posted here http://www.lemmingsforums.com/index.php?topic=456.0, the original voice of the Lemmings was one of the creator's mother. (this is the only version with this voice maybe not.)
-lemmings make a sound when they fall off the bottom of the screen
-At the end of game there is a congratulations screen with DMA design team applauding sounds and portraits.


DOS
-title screen is changed
-no intro movie
-no custom cursor
-menu screens are brownish/black
-background color is black for the rest: unless mentioned background color is black
-screen only scrolls at constant speed (somewhat faster than Amiga's slowest speed)
-Max # of Lemmings reduced to 80
-music is different and re-arranged
-lemmings walk slightly (very slightly) slower
-Levels which have liquid across all or most of the bottom of the level have the liquid removed.
-sound effects changed. Lemmings don't have a voice, just SFX.
(on a side note: the sound of lemmings splatting was very similar to the sound of the drums in some songs, making it confusing to tell if lemmings were or were not dying somewhere in the level. And the song 'little doggy in the window' sounds like fart sounds)
--lemmings make NO sound when they fall off the bottom of the screen
-slight graphics changes (e.g. directional arrows in Marble are red instead of blue which they are in most other versions)
-the skills bar is green
-some new glitches present (see Lemmings glitches thread)
-no two player mode (all the rest unless noted also removed 2 player mode)
-several levels have reduced save requirements: Fun 15, Taxing 22, Mayhem 4, Mayhem 15, Mayhem 26 
-some levels have a change of skills *Proxima^
-no directional priority
-no sound for changing the RR
-no DMA congratulations screen with pictures at end game. Just a message.


Atari ST
-menus are similar to Amiga
-max # Lemmings 100
-graphics very close to Amiga (the closest of any version)
-music and sound effects are remixed, yet again. (the sound of lemmings going home sounds a lot like Mario jumping!)
-changing the RR makes noise but doesn't change pitch
-title screen similar to Amiga
-brown skill bar
-uses a different set of passwords for levels
-you had to use a joystick for player 2 in the two player game
*contributed by finlay
-game speed is slightly faster [needs verifying]
-intro same as Amiga but with no sound
- Mouse cursor is only the "Zzz" bubble of the Amiga version's cursor when something is loading.
- You can scroll the screen at different speeds too.
- You can change skills while paused by using the Z and X keys. I don't know if it's the same thing for the Amiga, but I think it is. However, you cannot change the release rate while paused and it may be painful. You also cannot pause the game using the keyboard.
- Right-click for worker/walker priority
- Lemmings are silent when they fall off the screen.
- Background colour is navy.
- At the end of game there is a congratulations screen with DMA design team applauding sounds and portraits.
*contributed by DragonsLover


ZX Spectrum
-The graphics are ridiculously insane!
see: http://www.youtube.com/watch?v=n0g1tv1gXvk
-the graphic sets are completely different and basically an approximated attempt to resemble the originals.
-there are some major changes in level design. The last level looks like a shortened/altered version of 'Watch out! Traps about'. Many levels have alterations to make them smaller and sometimes more interesting.
-there's only 60 levels. And the levels are re-arranged.
-there's no mini-map
-there's no steel
-there are no animated traps (except water).
-Sound effects are different as well as music. In the video above the same song plays throughout  the entire game, Idk if this is intentional or not.
-game play is much slower
--some embarrassing glitches caused because of the graphics (see Origins and Lemmings in that video). If that is a even a glitch at all.
-when a basher starts bashing a large chunk of terrain can be removed behind him.



Sega Master System

-Max# of Lemmings 20
-Major graphic changes. Graphics are arranged in a large grid making some levels difficult thus, they weren't included; "Save Me" is an example.
-major music/sound changes
-some level design changes mostly due to difference in graphics.
-game speed is slower



Sega Genesis
-slight graphics changes
-max # Lemmings: 100
-the overall screen size is shortened a great deal
-many levels are drastically changed due to ^
-many levels are removed and replaced with new ones and a few remakes of Oh no More Lemmings [only levels from Crazy]
-two totally new categories with mostly all new levels except one OONL remake
-game play is slightly faster
-deadly fall height difference (is it higher or lower?)
-steel works different; even more glitchy than previous versions.
http://www.youtube.com/watch?v=iipvDLK0pOU&feature=relmfu
-has two player mode
-two "hidden" test levels (see this thread http://www.lemmingsforums.com/index.php?topic=547.0



Commodore 64
coming soon!


Super Nintendo
[according to Lemmings Encyclopedia the NES version came out AFTER the Super Nintendo version ???]
-max # Lemmings 100
-Level arrangement same as PC with a few exceptions. An extra rating is at the end of the game with # levels from the Genesis version.
-game lags when many lemmings present on level.
-new glitches present (possible weird builder/digger/blocker behavior)
http://www.youtube.com/watch?v=QNWt2IB8MsY

Nintendo
-Max # lemmings: 14


Phillips CD-I
http://www.youtube.com/watch?NR=1&v=0Goami6ie_E&feature=fvwp

-A CD-I like cartoon intro (familiar if you’ve seen the similar intros to games like Mario and Zelda series on CD-I)
-similar to Amiga version in music line up, graphics, skill bar etc…
-Atari ST cursor (Zzz but no sleeping lemming)
-remixed music
-by a strange coincidence; this version actually seems to have a pause in between song loop, which I mentioned incorrectly about Atari ST. And takes a while for the song to start (at least it's present in the first level the only available place to see in that video unfortunately)
-RR makes noise but doesn’t change pitch
-lemmings have a voice. I wanna say the voice is the mother from Amiga It sounds close.
-messages after completing the level are different. [e.g. “WOW, you saved every lemming. TOTALLY EXCELLENT!”]
^this is something I haven’t looked at, at all on other versions.
-codes look the same as Amiga and DOS.
-game goes slightly slower.
-Surprisingly, aside from the standard bad Phillips controller, the game doesn’t appear to suffer from the gross butcher job they did with Mario and Zelda. If I had a Phillips CD-I I would definitely get Lemmings. (Probably the only game I would get :P)
no info yet on controls such as directional selection and such


Sega Game Gear


Gameboy


Mac
- High-res graphics (with occasional large effects on gameplay, e.g. Mayhem 26)
- Max # of Lemmings reduced to 80
- music is very similar to Amiga *finlay
- Tricky 21 replaced with "Going Their Separate Ways" (by the way, if you have the original levels for Lix, this one is in the Genesis Tricky folder)
- fast forward
- clock runs slower, making Mayhem 16 and 27 really easy
- steel is detected more easily, with noticeable effects on some challenges (e.g. Taxing 6 100% is impossible; Crazy 1 100% is much easier)
-select skills and RR while paused
- The scrolling text on the menu has elements of humorous self-deprecation (it talks about the 'elevator music'!)
contributed by Proxima
-the design of the hell exit is different *Guy Perfect



Acorn Archimedes

- Logo splash-screens for Psygnosis and Krisalis Software (the company that made the port).
- The scrolling text on the menu has elements of humourous self-deprecation (it talks about the 'elevator music'!)
- Remixed music, including a few unique tracks.  Of the four special levels, only the music for MENACING resembles the original.
- Lemmings make a sound when they fall off the screen.
- Changing the release rate causes the pitch of its sound effect to also change, like in the Amiga version.
- Animation seems to be extremely smooth in comparison to other versions.
- Many levels have large expanses of water at the bottom, like the Amiga version.
- No two-player mode.
- No directional select.
- Background is dark blue with (mostly) white text.
- Passwords are meaningful and easier to remember (e.g. "DOUBLEDUCK" is Fun 22, and "LEMMGFINAL" is Mayhem 30).
- Release rate behaves differently (notably, a release rate of 1 spaces the lemmings out nearly twice as far compared to other versions).
- Levels closely resemble their original Amiga counterparts (e.g. "The Fast Food Kitchen" has a time limit of 2 minutes).

On an extra note, the Archimedes version of Oh No! More Lemmings has a very large array of music tracks: 26, compared to the Amiga's 6.
contributed by Crane



Windows 95
-ONML included
-no intro
-Max # Lemmings: 80
-remix of music and sound effects. songs in MIDI format.
-includes Oh No More Lemmings!.
-the same music from the Original levels is used for the ONML levels. The ONML songs are not included.
-graphics and some other general things seem to indicate it was modeled after the DOS version. (e.g. no water across the bottom of levels)
-this might be the first version with a "yippee" instead of the boing sound upon entering home.
-added "action phrases" like CLANK appear above lemmings in game
-some graphics changes (they gave it some kind of goodie-goodie treatment, removed the horns from the exit on the hell set. I'm sure this also accounts for all the 6's)
-some songs removed (March of Days, 'little doggie in the window' and songs that go with the special levels)
-some levels removed: all the 6's, all of the 'special terrain' levels, We all Fall Down Part 1
-deadly fall height lowered. Most notable on levels We all Fall Down and Steel Works. (We all fall down can be completed by doing absolutely nothing!)
   **on the version that was bundled with Lemmings Paintball, this glitch is fixed on "We All Fall down" but curiously, not on "Steel Works".
-a fast forward button
-ability to select level manually in tree system (no more codes)
-miner tunnels looks different ('steps' are more pronounced)
-direction priority selection
-no worker/walker priority selection
-some glitches are fixed and some new present (see glitches thread)
-select skills and RR while paused
-the entire screen is slightly larger than the original levels, making a small gap at the end visible in a level where terrain covers the whole level.



Play Station (1)
-unique opening animation
-graphics and music similar to Windows
-ONML included
-The music was like the Windows version but rendered in high quality and recorded as CD tracks instead of being kept as MIDI files.
*finlay


PSP
-scenic background on every level
-graphics very different. Much higher resolution/better looking and more detailed. Below is a list of a more proper name for them:
pillar - egyptian
marble - roman
crystal - chemical plant? (open to suggestion)
dirt - dirt
hellfire - hellfire
-removes some levels while adding some new ones
-lemmings walk slower
-many levels have more time to compensate for ^
-new voices for lemmings and new phrases. (e.g. lemmings say something every time I skill is assigned)

=======user made games=======

Lemmix


Lemmini
-fall height difference (lower than original?)
-fixed most of steel glitches
-

208
Fan Corner / Lemmings Comic Strip
« on: April 09, 2012, 08:46:53 PM »
here's a little comic drawing I made. I plan on making more when I have time, as I have more funny ideas. I started by tracing a lemming someone else drew (the one in my avatar actually) hopefully I get better at it)




209
Site Discussion / forum time
« on: February 19, 2012, 02:42:05 AM »
this isn't a big deal or anything, but I noticed when looking at my profile that my local time is an hour behind. Where I live is not in day light savings time or anything like that.  ???

210
Level Design / Level types
« on: February 09, 2012, 01:32:24 AM »
I'd like to categorize levels by their style in three different ways. There may be more and/or sub categories I can talk about. But the major three that come to my mind are:

-Beginner/practice level - A level that demonstrates a specific skill or idea in Lemmings (like Just Dig or We All Fall down). A level like this is usually easy but doesn't necessarily have to be so.

-A fun or tricky like level that has plenty of skills and time to solve it. They can be short or very lengthy and are fun to look at and plan a route to take. They many times have multiple solutions.

-A puzzle level that is, well a puzzle. They have a specific set of skills, usually just enough to complete the level the way it was intended. But again, I don't think that's necessarily a must.

Pages: 1 ... 12 13 [14] 15