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Messages - mobius

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Lix Levels / Re: Lix Community Level Set
« on: February 16, 2012, 01:04:35 am »
hey, I said pretend it's a one way wall  :P

seriously though, Idk how to get around it right now without the oow. (any suggestions are welcome) but can you solve it otherwise? My intended solution is very different. [more interesting I think]

That technique on Burdian is similar to Tseug's 'slipping'. I was thinking about making a level like that but I thought it would be too similar to Slipping. & everyone here would know the solution right away.

Lix Levels / Re: Lix Community Level Set
« on: February 15, 2012, 11:53:08 pm »
I didn't mean I wanted to make this level with a glitch. I was trying to adapt it in some non-glitch way but it looks like it's not working out so... just forget it I guess.
What do you mean by "forget it"? I hope you're not considering leaving the level out altogether? :( Either of the non-glitch versions is a very nice level, I'm just not entirely sure which of the two I prefer. (I think maybe the first one... as there's more variety in terms of what you might attempt to see if it leads anywhere. Also, having exploders and the level requiring 3/4 when the solution saves 100% anyway is a neat red herring.)

For the Uphill level, for some reason the entrances are closer together than I wanted, I must've forgot to save after some small changes or something. Idk if it even matters though, but it could make it so you can't solve it the way you did. (I had it so that the lix were more evenly spaced).
I think my solution will always work, since even if the entrances are placed so the first two lix come out right on top of each other, you can simply select one of the first two as the pass-through blocker, leaving the other free to be the digger.

Well I'll let everyone decide which level they like then, if you think it's good whatever. Just out of curiosity while we're on the subject. Is somebody going to be voting on the final number of levels later or something like that? Or is this the final list they're making?
For Uphill, I meant I wanted so the lix were spaced not two on top of each other but separately. As if it was just one entrance set at 5 (99 on old L) The reason for two, I think was to separate the very first lemming (& maybe just for decoration) But this level should be an easy one anyway. I like your second solution a lot though.  8)

Then, I have a replay of Brickout and I thought I'd bring this to your attention; it seems to me that the saw doesn't serve it's intended purpose. You'll see the lix gets very close, well touches it and doesn't die. Was this intended? Or did I stumble on a glitch? I guess it really depends on the hit test area, maybe all u need to do is move the saw a little for it work right. (if anything is actually wrong at all)

Finally, I have another level of my own. This one didn't turn out exactly like I wanted but I'm still kinda happy with it. There's a backroute that would be fixed easily with a one way wall. [so just imagine the big block near the beginning at the bottom is a one way wall to the right]

edit: forgot to attach the files :-[

Lix Levels / Re: Lix Community Level Set
« on: February 15, 2012, 09:07:05 pm »
I didn't mean I wanted to make this level with a glitch. I was trying to adapt it in some non-glitch way but it looks like it's not working out so... just forget it I guess.

For the Uphill level, for some reason the entrances are closer together than I wanted, I must've forgot to save after some small changes or something. Idk if it even matters though, but it could make it so you can't solve it the way you did. (I had it so that the lix were more evenly spaced).

Lix Levels / Re: Lix Community Level Set
« on: February 15, 2012, 04:08:00 am »
I solved it again, I doubt this is the intended solution still - it's quite similar to Proxima's solution to the earlier version.

nope that's it. The only thing I did different was set the bomber as he was falling. It stinks because it's really not like the original. The original has you bomb, then the two waiting for the builder climb up and bash, and because of a glitch or something, they fall back down facing the same direction and climb up again. It was done in Lemmini. Even Pieuw himself said he doesn't know why this happens. I couldn't find anything in the glitches thread that accounts for this.
I couldn't yet think of a better way to implement this in here.

Lix Levels / Re: Lix Community Level Set
« on: February 15, 2012, 03:30:08 am »
hey, I did! I solved Brickout, (the one from the above post) I feel like Brody from Jaws tying knots.
is that the intended? and i save more than required  :)

here's another easy one from Pieuw. The original level "Underground water storage" has hidden water underground. I thought you wouldn't like that so I made mine a little different. I'm also working on two of my own. One will feature lengthening a basher's tunnel mask, if you don't have any levels featuring that particular trick yet.

anybody try my update to Last laugh? I'd like to know if it's easier or harder than Clam and Proxima's previous solutions. I attached the intended solution to save time.

Lemmings Main / Re: Happy Birthday Lemmings!
« on: February 14, 2012, 12:26:34 pm »
happy birthday! Does this mean Lemmings can now drink?  :D  :party:

interesting video.
wouldn't it be interesting to hear what the creators think of the hundreds of level players have created now?

One particular thing I noted: one of you mentioned there were about 500 levels built for the first Lemmings, yet only 120 made it into the game. What happened to the rest? Are they still on a disk somewhere? Did some of them end up in the other ports (eg. Present and Sunsoft ratings on Genesis), or later levelsets (ONML/Holiday)?

yeah, I wanna see those too. They all couldn't have been terrible.

Lix Levels / Re: Lix Community Level Set
« on: February 14, 2012, 01:23:24 am »
haha, that's what I get for not testing my own level out enough. (and for trying to once again make it exactly like the original). Actually neither of you are even close to the intended solution.  :o (those were good though) Fortunately; this means the solution is harder to see? Of course now that I changed it it may become more obvious, perhaps only to those who played it hopefully.
Truthfully idk if I'll be able to do this level justice as this 'trick' really isn't a whole lot like Pieuw's level.
As for the time limit, idk if it's necessary or not, actually probably not, I just have this habit of filling in every box on a form. It's why I filled in the German titles even though I don't speak German.

Lix Levels / Re: Lix Community Level Set
« on: February 13, 2012, 09:09:29 pm »
here's the fixed, and good version of Babylon Fading.

Two solutions for Riddle Me This. One is glitch-free, saves the required 49/50 and is probably intended; the other exploits a new Lix glitch to save 50/50. This is my first glitch discovery -- I feel like a member of an exclusive club!  :thumbsup:
that's an odd glitch. Can't see why that happens. I'll have to look into it. It looks like the miner dug out under the dig or visa-versa but that doesn't seem to make sense. Those levels I posted were made in haste and I doubt their very worthwhile. Their too similar anyway.

Here's one I think you'll enjoy. This is sort of a remake of one of Pieuw's. But it's modified slightly for Lix. His uses a 'glitch' which I don't believe is present in Lix. I tested, but not extensively. (Of course I couldn't get the glitch to work in Lemmix either but I'm waiting to see if he'll answer a question about it). Anyway, I fear this version will be easier than his but we'll see.

I think Won't get fooled again is a great title. (one of my favorite songs)

I thought the steam vent was deadly too at first until I messed around with it. (It doesn't help  that it's in 'traps' folder, Although I guess there is no where else to put it.

oh and earlier when I said I liked a level 'recycling plant' or something I meant Steve's 'Rhapsody' actually. I wasn't mocking anybody or anything. Also, on the current downloadable level pack (at least the one I downloaded) you have the wrong version of Slippery Pete. It should be the last one I uploaded, it should have water (not lava) and be 100% required and 4 floaters.

Lix Main / Re: the Lix user feedback thread
« on: February 13, 2012, 04:04:07 am »
I noticed recently that you can't make a blocker a climber or floater. Was this intended? If so I'm curious why. While it's not a major issue that I can see, it could come in handy in certain situations. i.e. if you free the blocker and use him to do other stuff.

Also, just wanted to add, I'm finding it hard to adjust to the whole basher's tunnel height thing. I really like it the old way.

on a positive note, I just want to say, I'd like to marry the person who created the entire 'replay' function. :D  As already said, this makes doing 'tedious' tasks; calk walk.

also, I found a useful tool for a builder step guideline; the wooden steps in Simon/wood. Idk if this was intended but there 12 bricks the same size as the builder steps, & I've been using them as a guide.

EDIT: here's something important I forgot; WOuld there be any likely hood of changing the fast forward buttons so there hold down instead of toggle? In other words, you have to hold down the button to fast forward (like in Revolution). I personally find this better for two reasons. One; you usually don't fast forward for long amounts of time and pressing once it just easier imo. Two; it's much easier to make a mistake when toggling on and off.

Lix Levels / Re: Lix Community Level Set
« on: February 13, 2012, 03:52:18 am »
Proxima, your latest solution to Too far to walk was good. I'm sure your right, there's probably a way for 100%. I'm gonna try later but someone will probably beat me to it. Anyway, I agree & think this level should be left pretty much they way it is (apart from some finishing touches), the fact that it has so many solutions is pretty interesting in itself.
For Babylon Fading, I will adjust it to make your/and or geo's solution the intended. and remove the blocker

also, nobody found a back route for conundrum? I thought that level would turn out to be a dud so  :)

Lix Levels / Re: Lix Community Level Set
« on: February 11, 2012, 08:29:15 pm »
I'm surprised/glad Conundrum's turning about to be a somewhat difficult level. I came upon it's design by accident. What I was originally trying to do wasn't working out at all and I found I could implement this without changing the layout barley at all. It apparently worked to hide it's solution.
I don't really care for those poles though. It just doesn't seem to go with the terrain but that's just me. I don't see why the cut outs don't look right. it Also, If I wanna be nit picky, you can take away the decoration I put at the top, I like it bare.

The crack in Babylon Fading was to prevent you from digging down all the way on that column, and then build up from the bottom. Though, I'm pretty sure now, that's not possible I'll get rid of it.
Both your solutions were good, try it now, minus two skills. I intended on having to using the blocker. Unless you think this solution is easier.

Proxima your solution on Too far to walk, is really nice! That actually gives me an idea for another level. I'm kinda thinking this level should be kept open for multiple solutions but see what you think. I found the video of Pieuw's here. Looking at it now, I see his is probably tougher. tell me what you think/which version/solution is best. Also, I should put his name on it.
Ever here of Mazulems?
Lemmings - Custom Level

Since Clam has a level titled "Bridge Burnout" I should change my level; 'Bridges Burning' to... "Catch Me When I Fall".

here's three more, one's from yesterday I forgot. I just realized they all kind of have a similar idea behind them unfortunately. I'll have to focus now on making a level without bashers, or just a different set of skills in general.
I got the idea behind 1 silvere etc, after Insane Steve's Razor's Edge. I expect backroutes. I always try to test out backroutes myself but I'm too impatient.

Lix Levels / Re: Lix Community Level Set
« on: February 11, 2012, 02:05:39 am »
for Too far to walk, the second is the intended (at least it's pieuw's level). I really can't say if his allowed for the other method or not. (which is really cool btw!). I have to look on youtube and there's hundreds of levels... I can't even remember the name.

you can change the title of 'simple desultory...' to just "conundrum".

as for 'brickout', am I close?  :XD: I saved all but that one.

then I posted another new one that I worked on today. It's more of a execution style level rather than puzzle difficulty. I might change it or do something else with it idk yet.

Lix Levels / Re: Lix Community Level Set
« on: February 10, 2012, 08:29:49 pm »
here's two more. The first is based on one of pieuw's which was a remakes of somebody else's. I can't find the video on youtube so I can't remember who it was. But mine here isn't exactly like it anyway. Firstly, please leave the time limit in as it's necessary [without it the level is a dud]. I finished it with a few seconds to spare so I added 15. I'm sure there are multiple solutions, I don't actually remember what the 'intended' solution was. I tried briefly to eliminate the most obvious solution but it might still be possible. If so I'll change that.

Next is one loosely based off a level from Revolution, "Which Switch is Which?". It's not like it enough to be called a remake in my opinion. It's easy, fun or tricky at most.

I wouldn't be so hard on yourself, ccexplore, about being artistic. I think Brickout looks fine, artistically speaking. after all sometimes simple is better

Tech & Research / Re: Gravity
« on: February 10, 2012, 04:48:23 am »
Interestingly, in Revolution, the anti-grav pads were one of the few features that were not under-exploited. But I'm sure there's still tons of puzzle options to explore with them. I just thought of an interesting one; up one way walls, which can only be dug through upside down.
-It could be seen as unnecessary. many of the Revolution levels kind of use it as a novelty.

However, I agree that if you guys are going to add new feature to Lix there are probably other features easier to code that could come first; like break-away floors, switches and doors, or teleporters even. At least with those, as you said, you wouldn't have to create upside down actions for everything else.

If you really added stuff I'd especially like either timed doors or switches. This really gives an addition to puzzle opportunities in the game. Instead of the only major goal being the exit, there are now other direct points in the level you must reach; a switch. Either in a circular route or in sacrifice.

I'd say sometime, I'd definitely like to see gravity come back, in some way or another. But it's not a dire need for me. (Of course I'd like a new official lemmings game to be released.  :'()

Lix Levels / Re: Lix Community Level Set
« on: February 09, 2012, 10:24:17 pm »
it works :thumbsup: and it's a good level too. (Nortaneous) I didn't solve it yet because I'm too busy but whether it's hard or not I like the look of it a lot.

sweet, I finally stumped somebody. ;P
The title is just a reference to the song "A Simple Desultory Philippic". Desultory, to me, means rambling or going off topic, or lacking in consistency, constancy... But I don't quite like the sound of my title anyway. I'll either change it to the song title or just "conundrum" if that name isn't already taken. I got this idea after watching some of Tseug's levels. (Don't worry though this level doesn't use any glitch or weird  thing like that).

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