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Messages - mobius

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2386
Tech & Research / Re: glitches in other Lemmings games
« on: March 29, 2013, 02:49:26 AM »
I found a new glitch in Revolution I'm pretty sure hasn't been mentioned yet (at least its not in the list) (thought I'm kind of surprised this one hasn't been found yet  :-\ )

if you make a lemming a builder as soon as it leaves a teleport it will immediately re-teleport. It does not change direction however; it will come out of the exit T facing the same direction it was.
I'm guessing this has something to do with builders. They must shift slightly backward when starting (actually I suspected they did this before) Thus they re enter the teleport.
This works in both directions.

2387
9-6 High Dive - 33/40

Quote
The solution is similar to The undamaged solution. I actually forget it right now and need to go back and see it again for myself

12-7 Long and Winding Road - 14/20

These two are simple levels and could probably be improved. I’ll come up with the pics and explanations later, I had these written on my computer for a while and wanted to get them off.

this one I just did:

11-5 Something Fishy

49/50 (minimum)

Quote
It’s all pretty straightforward until the end. When bashing toward the exit, dig into the steel so as to compact all the lemmings so they can easily make it through the door which the basher triggers. He (the basher) can’t escape the area where the switch is so he’s the one you lose.


2388
thanks for updating this (and the other) topics. I kept my own records but they've all since got lost or messed up. It's really handy to have this. Especially because I forget where I left off.  :)

2389
Contests / Re: Lemmings Level Jam - #1 - LET THE JAMMING BEGIN
« on: March 24, 2013, 08:57:32 PM »
lol “least favorite terrain theme” turned into everybody’s favorite theme. Now I kind of wish I voted for one of the other options as I made a crystal level with no builders not long ago (one of my newest levels). And I forgot to vote for the terrain set altogether. But out of all the options I think I do like this one the best… Doing something out of your comfort zone always yields the best, if not, most amusing results.

I was really looking forward to ISteve making a level in something one of the “bad” sets. :P

nice to see you here Pieuw :)

2390
lately the only other game I play is chips challenge. I recently finished my official first custom level pack of 40 levels.  :o [creating levels for CC goes a lot faster than in Lemmings]. So far I haven't gotten much feedback on it though so I haven't messed around with it recently. There's two big custom community packs I haven't played yet.

A while ago I bought Dark Souls for the PC and was highly dissapointed to discover the PC version differs greatly from the other versions and has all kinds of problems. On top of that I found I don't really care for the game period. Every 3D game I play, the controls feel stiff, uncomfortable, or hard to handle, after playing Valve games (which usually are so good you feel like you're really there moving around).


2391
Levels for other engines / Re: Lemmini Level Pack Topic
« on: March 15, 2013, 08:13:43 PM »
here's a big update for mobius 3 with lots of backroute fixes and some other minor changes.
thanks to Gronkling for finding backroutes  :thumbsup:
Tres Hombres (my contest level) is changed. The solution Pooty came up with is the winner, I'll be sure to mention his name in my notes file if I ever get that done.


@ Gronkling, actually only a few (3 I think) were backroutes) It figures the one "easy" level I thought wouldn't have backroutes, is the one I didn't bother to post in Steve's topic. :XD:

2392
Contests / Re: Level design contest - results!
« on: March 15, 2013, 01:05:30 AM »
ooh ideas...
[Design a level where the save requirement is exactly 1 lemming (out of however many you wish)"]<<<<<interesting idea! So far I only know of 2 levels by Pieuw Dodo each like this. (both are similar)

Builderless levels can be interesting. The idea a few months ago inspired me to make a good level.
I think the crazier ideas might be more fun :D

What do you think about designing a level for the a challenge?
For example; a ‘the 1-skill-per-lemming’. the level, at first glance, may appear easy, but the rule when playing is you can only use 1 skill on each lemming. A whole contest could be themed a particular challenge.


I wouldn’t mind a new contest sooner than later. I’ve been making levels lately.

2393
Reviews / Re: Level Review – DoveLems
« on: March 15, 2013, 12:33:17 AM »
do I need to change something in the original post to reflect the changes to the pictures?

(tho all the pics seem to be working now)



Plain 28 – Here’s the Final Flourish



Lemmings: 100
Rescue: 10%
Time limit: 1 minute

skills: 10 climbers, floaters, blockers and builders

good: I first saw MazuLem’s nuke level months ago around the time I joined the forum. It was certainly original at first but got stale quick since you can recognize it quickly enough… but Dodochocalo manages to put a spin on it here and make quite an interesting challenge in my opinion. And the design is good. (From now on, in Dodo’s set, unless I say anything about it just assume I think the design is for the level is really good)

bad: the solution might be a little annoying to get right but I didn’t find it that way. (not anything compared to other levels anyway)



2394
Site Discussion / Re: SPAM WARNING! A Heads Up
« on: March 14, 2013, 12:19:01 AM »
woah, sorry to hear you've been in the hospital. that's no fun, I hope you recover!

2395
Site Discussion / Re: SPAM WARNING! A Heads Up
« on: March 13, 2013, 08:33:58 PM »
I was being sarcastic, I didn't want to know  ;P

but learning that makes me  :o ??? ???

2396
Contests / Re: Level design contest - results!
« on: March 13, 2013, 08:27:29 PM »
I agree with everybody, great contest. I think everybody outdid themselves. Regardless of the votes, there wasn't a single level I didn't like or enjoy playing even if I didn't solve it.
Everybody's level was unique and different. I liked the retirement themes and Akseli deserves a way-to-go for an excellent level, considering it's his very first.
I hope you make more Akseli!  :)
I think Proxima and I were at a slight disadvantage on design for being late. But I had thought the forum was just about ready to close up back in December. So I went away but I'm glad I came back and participated.

 :party:

I didn't know you had a youtube channel Proxima  :)

note: I will likley edit this post after watching the replays to say  :o  ><img src=" title="Angry" class="smiley" /> %&$# why didn't I see that???

2397
Site Discussion / Re: SPAM WARNING! A Heads Up
« on: March 13, 2013, 08:09:18 PM »
wow, you guys got on that fast, I never saw them at all.  :thumbsup:

...idk tho, "spanklube" sound kind of intriguing...  :D

2398
Contests / Re: Level design contest!
« on: March 12, 2013, 11:10:47 PM »
what would be interesting  :D

it wouldn't be a real challenge for those like me who like all the tilesets however. I think I said a while back rock was my least favorite but I think that's changed. Honestly I like them all and I'd have a hard time picking my least favorite.

2399
Tech & Research / Re: ask for help/suggestions
« on: March 12, 2013, 10:14:50 PM »
yes. But Gronkling or Akseli could give you more detailed info.
If you haven't used Lemmini, look at the topics in the help here. (...*goes to look for this... realizes there isn't one* --------
watch this: http://www.youtube.com/watch?v=SSqelfVa60c

2400
Tech & Research / Re: ask for help/suggestions
« on: March 12, 2013, 02:36:57 AM »
in case you didn't know; Lemmini supports a lot more trigger areas (i don't know the number but it's well over enough I think) and up to 8 entrances. Plus steel is fixed and the mechanics are a lot nicer.

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