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Messages - mobius

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2851
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.

2852
Lix Levels / Re: Lix Community Level Set
« on: February 09, 2012, 01:11:05 AM »
here's another. Let me know if there's a better way to make the trick less obvious. I'm sure there's back routes, I even thought of a possible one but when I went to test it I forgot it. I added that decoration at the top but originally I kinda felt that especially after a bunch of levels that are 'full' or busy, I personally wouldn't mind seeing one that has a lot of emptiness. (just to change it up).
I couldn't find any good translations of this title in either google translate (not surprisingly) or a German dictionary I have.

you know, ccexplore, I think your levels are almost as devilish as Tseug's.  ;)

2853
Lix Levels / Re: Lix Community Level Set
« on: February 08, 2012, 01:07:10 AM »
but I liked your levels. Don't leave...

I beat the first version of "Long way to fall" btw. The miner trick is something new to me/well that's how you solved my level 'bridges burning' when I actually intended on just digging to separate the others and losing the basher (or bashers)

2854
Help & Guides / Re: Tseug's level pack
« on: February 08, 2012, 12:11:18 AM »
it works thanks  :thumbsup:

man...... I wouldn't call those glitches exactly either but... those are just some crazy ass techniques!  :o  this will be educational for sure. was Tseug an evil genius or something?  :P

-On "In Need of Scenery" when I played on the Lemmix player the lemming dies when it falls from the left platform. So apparently the player differs from the editor tester? And in certain versions this level is impossible?

btw, Does anybody know what the intended solutions are? Is Tseug here?

actually, I'd say "Ups and Downs" definitely utilizes the blocker glitch

2855
Lix Levels / Re: Lix Community Level Set
« on: February 08, 2012, 12:00:16 AM »
well, the only reason I had any objections to changing the level was because I was trying to make it as close to the original as possible. But in any case; here it is with the suggestions. The trap is unhidden and I also lengthened the left side so it's not as tight (with the basher and all) and I took the time away. I agree completely about time limits. The hidden traps never bothered me but I usually take a ridiculous amount of time on a level anyway. I keep playing it over and over. ...Some call it obsession. :(  Anyway, I'm making these for others not myself so I'll oblige. Just be sure to note somewhere that it's slightly changed from Pieuw's version. This better be the last time I have to upload that level. jk ;P
btw, I really like that level, Recycling plant.

Then, here is an early version of The Italian job. I changed the name in case anyone decides it's good enough to be considered. The reason I changed it is because this one involves stopping a miner and basher simultaneously, which is something I'm not good at. But I know it's possible. The trap isn't nessisary, but if you take it away also take away 1 builder. This is more of a test, I'm curious which of these is better overall in either technique or originality etc...
Also, could someone upload my level Italian Job. I deleted mine by accident :(

2856
Help & Guides / Re: Tseug's level pack
« on: February 07, 2012, 10:03:28 PM »
I tried using the Lemmix player to do this. (are you supposed to use the player or the editor?) After some hee-hawin' around I copied your files and renamed them and a few other things (I was following instructions on the Lemmix site.) However when I go to replay the level in the program a message comes up saying: "invalid replay header different mechanics" I tried messing aroud with the txt file but I really don't know what to do. I couldn't find anything on the thread about that.
thanx for the solutions btw, almost forgot.

2857
Help & Guides / Re: Tseug's level pack
« on: February 07, 2012, 02:31:18 AM »
Is there a chance I could see solutions to this set? I don't see any on you-tube.

I doubt I'll ever get time to play them anyway. But I'd like to have a look at the savagely difficult tricks used in this thing. maybe get some inspiration.

2858
Lix Levels / Re: Lix Community Level Set
« on: February 07, 2012, 01:56:56 AM »
go ahead and change "Italian Job" the way you said.

As for Pieuw's level, I agree hidden traps can be annoying but I don't think it is in this case. considering that the level is rather small (or quick) and it's rather easy without the trap. Myself I usually anticipate traps like that actually, anytime I see the ceiling close to the ground. Of course the time I played that level I wasn't and was shocked by it, but it made it more challenging for me. I'll take it out if you really want but I think it would drastically change the level.
As for the other problem, I could lengthen the left side again, but I already did once, I think it's intended to be close like that. Did someone (Proxima?) say they spoke to pieuw himself and he said the backroute was not intentional? It just seemed strange to have that lower platform there in the first place and then not notice a solution with that there.

2859
Lix Main / Re: Lix glitches and tricks
« on: February 06, 2012, 09:36:19 PM »
[I thought I saw a "wish list" topic or something somewhere but can't find it.]
Anyway, is the 'walking out of a 8-pixel-deep basher's tunnel' thing intentional? If that's still in the works, I vote for going back to the old way (lix turn around in a basher's tunnel). From my own experimentation it just makes things easier if this is the case. You can trap lemmings by bashing then easily get out with one builder. Now in Lix, you have to dig deep enough first that the basher would leave terrain above him, forcing you to use more skills to free them.
-The reason (I'm guessing) is because the basher in Lix takes terrain away in a fairly smooth line from top to bottom, making the tunnel shaped slightly differently. In Lemmings the tunnel is rounded so there's a little terrain above preventing lemmings from walking out of the tunnel.

Then, if and when you you make one way walls, I wouldn't mind seeing downward directional walls. In other words, lix can only dig down through them, possibly mine as well idk. These were present in Revolution, but they weren't used often there. (not enough that you could even test out the capabilities really. But I think you could mine in any direction through them.

2860
Lix Levels / Re: Lix Community Level Set
« on: February 05, 2012, 10:34:09 PM »
Lixology (anyone have a better name for that level?) could lend itself to interesting challenges. Turns out the level is possible with two cubers.

Here's a sort-of-remake of Lem Dunk. (If anyone skillswaps this, call it Lix Ferenda.) It's an easier level, but it could be interesting with a skill swap. (edit: fixed entrance placement)

I like Lem Dunk a lot, good level. Lixety-split? idk...

Alright then, I fixed Bidditi.. so that the other method is not possible, the lower platform is too low now but still high enough to be a possible distraction to a newcomer to the level.
Also, another one I worked on. Idk if it's final yet.

I added all your new levels but Odd Jobs to the list. For Odd Jobs, shall I replace Slippery Pete with this one (i.e. rename it as Proxima suggested), or keep the name Odd Jobs? My 10/10 solution is attached.

thanks for adding my levels. :) attached is the correct (and final) version of Slippery Pete. 10/10 is required. (I meant it that way in the first place but I made two versions and got confused)
With the Italian Job I tried a bunch of different layouts to implement that dig/bash/build trick and it turned out kinda difficult to implement. Turns out there has to be a pretty specific set of things about the level otherwise it's easy (for the player) to find a way around it.
Nicely done, back-route! I figured something like this would be possible but I just didn't feel like testing it out. Proxima's was the intended solution. I'll let someone else decide which method is better. The extra climber was left in for a distraction. Does it work at all?

2861
Lix Levels / Re: Lix Community Level Set
« on: February 04, 2012, 10:48:53 PM »
The bomb/bash part works fine, but I can't get the basher/miner mutual stopping to occur. (This may be a Lix problem rather than a fault in the level design....) Also, the backroute still works; you can prevent it by lowering the ledge under the gap, so that if you fall there, you can't get back up with the 2 given builders.

I can get it to work, but it is hard (took me a few tries). As to the back route, I didn't think to take it out-- it is the way the original level is and I wanted to preserve it. Unless everybody doesn't want multiple solutions, I kinda like having it.
Anyway I fixed another problem where there was a hole in the terrain below the left platform and could've caused problems. I picked a hard level to remake first, apparently.  :-\

2862
Lix Levels / Re: Lix Community Level Set
« on: February 03, 2012, 09:38:50 PM »
I fixed Pieuw's level. It should work well now, let me know if it doesn't. I haven't made any new levels lately I've been busy playing everybody else's. Thanks for the comments on mine.


Are you sure you got that right?  Actually in Lix there are 2 different types of bombers, a "non-flinging" bomber that works just like the classic L1 bomber, as well as a "flinging" bomber that works more like the L2 bomber, where nearby lemmings get "flung" into the air by the explosion.

Your right, I just overlooked that, there is no glitch.

2863
Lix Levels / Re: Lix Community Level Set
« on: February 03, 2012, 03:41:08 AM »
I'll fix it so the original solution is possible--somehow. I tend to always find an odd way of doing things so its very likely the intended solution is more noticeable.
-On another note about bombers; apparently the shape of the bomb hole differs depending on what the Lemming... "Lix" is doing when it explodes. When they blow up walking the shape resembles that of original lemmings but when they are mining the shape is more of a perfect circle. Maybe someone should make a topic here to discuss the rules and properties of this program more detailed.
-I was playing 'Get Hype' and almost solved it the third or fourth time but then after that I tried it 20 times and kept digging in the wrong spot & I got frustrated. I'm so terrible at precision moves, but why did it seem easy at first? Good level though, didn't mean to bash it. oh no, a pun...

2864
Lix Levels / Re: Lix Community Level Set
« on: February 02, 2012, 10:27:17 PM »
Time a bomber so he explodes in the bottom-left corner (but without breaking the far left wall). The second lemming builds over the gap, while the third bashes to the right from the bomb hole. In the original bubble terrain, the fourth and fifth lemmings will walk back and forth in the bash tunnel without climbing out. When the builder hits the ceiling and turns (on the original map he will have crossed the gap), make him a miner in the right place so the basher and miner both stop. The first lemming to head to the right (which should be the basher) must bomb under the trap trigger.

Wouldn't it just be easier to let the first lemming fall into the pit and build out. The basher would continue to bash and stop when he comes through which should take longer than it takes to build out of the gap, in that instance you don't even need a miner. ---Well that's beside the point.
-Also I'll fix the fact that the gap is too wide anyway.
Indeed. I made a simple test level with a perfectly flat wall, and after one bomber, one basher, changing the RR to 1 so the lixes reached the basher at every possible stage of his animation, they all climbed out. So it looks like your suggestion may be the way to go for this level.
So in Lix bashing from a bomb hole doesn't trap them
I suppose making the terrain bumpy would help in this case but it would have to be inconsistently bumpy to work right? e.i. the ground to the left must be slightly lower, which might kinda give away the solution. Idk tho like I said, I never even thought of this solution, I had the second lemming mine then bash and one fell to his death before the builder was done and you save a bomb.

2865
Lix Levels / Re: Lix Community Level Set
« on: February 02, 2012, 01:07:58 AM »
here's two more. (these aren't remakes) One uses a trick that I haven't seen anywhere but I'm sure it's been used before.
When a lix hits a bumper or (spring board whatever they're called) or when you use the batter skill they seem to take an awful long time to recover and go back to walking. Maybe I'm just being impatient.

I sent Pieuw a message about the backroute, and he was happy for me to try fixing it. However, after viewing his intended solution, I can't actually make it work on TM's remake. The lemmings always climb out of the basher tunnel, and you can't get across that gap from the upper level with two builders. So... is the best thing to do to leave the level as is, with the backroute becoming the solution, or try to fix it?  ???

so that was a backroute?? That's actually how I completed it originally.  Tell me what the intended solution is. It sounds like it's just a problem of the terrain being slightly too far away or close. It's probably easy to fix.

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