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Messages - Crane

#1171
Levels for other engines / Re: Revenge of the Lemmings!
December 06, 2013, 01:03:53 AM
I think "Sharing a Climber?" was actually the first level I ever built in LemEdit.  Lemming Cathodes was also a very early level of mine - I never realised how endearing they are!

I definitely adore "A break in the pillar" just because it's the perfect tease!  Just one builder, please!

Another level I've come to really love in this pack is "Duality" (Armageddon 29) by Yawg, which has an absolutely beautiful sacrifice very cleverly disguised by the target percentage and the tools given.  Note I haven't actually reached this far legitimately (I'm still stuck on "A sea of purest green"), and this is the only Armageddon level I've completed so far.
#1172
Contests / Re: Level design contest #3!
December 06, 2013, 12:09:06 AM
And here is my contribution to the competition - I've hopefully blocked off the most obvious backroutes, but I must never underestimate creative players or missing the painfully simple!

Thanatos Gambit

Tileset: Marble
Lemmings: 5
Target: 80%
Release Rate: 80
Time: 9:00
#1173
Levels for other engines / Re: Revenge of the Lemmings!
December 05, 2013, 01:23:28 PM
I've sent möbius updated versions of Lemming Cathodes and Prize Catch (the latter was an old copy that has backroutes), and also an updated music list as per his request.  Let's see how that performs.
#1174
Levels for other engines / Re: Revenge of the Lemmings!
November 15, 2013, 10:48:32 AM
I'm loving the challenges so far - some of the levels look absolutely gorgeous, and others have very clever solutions.

Quote from: Spoiler
Just a word of warning though... the level "Wish you had them?" carries a high risk of crashing the game due to the 'basher at the top of the screen' bug, so be careful where you place the basher.
#1175
Tech & Research / Re: Glitches in Lemmini
November 15, 2013, 04:50:57 AM
Some Lemmini glitches that border on game-breaking bugs:

- Replays don't always remember the turning down of the release rate, causing playbacks to go out of sync.  Usually happens on repeated replays when Fast Forward is employed.
- Bashing when a lemming's head is above the top of the screen causes the game to crash. (The original Mayhem level, "Going Up . . . . .", carries this risk the most)
#1176
Level Design / Re: >80 Lemmings in Lemmix.
November 11, 2013, 10:54:03 AM
I read somewhere that the original DOS Lemmings (and likely CustLemm by extension) will crash if you have more than 80 lemmings due to a buffer overrun and the game logic writing into memory it shouldn't be touching.
#1177
Don't worry möbius - I'm grateful for such a pack being put together, and can't wait to play it.
#1178
Tech & Research / Re: Genesis trigger areas
October 16, 2013, 10:24:28 PM
A trigger area is the region at which a Lemming can interact with an object.  For example, the trigger area for the exit is usually at the foot of the door.  It's so Lemmings don't trigger traps in unfair or unrealistic ways.
#1179
Tech & Research / Re: Glitches in Lemmini
October 15, 2013, 04:15:58 PM
I came across one minor glitch, but it's debatable whether it is one or not.

- Fallers don't trigger "custom" traps (e.g. the iguana/chamaeleon in the rock tileset).  I discovered this one when porting "Faithful Friends" over to Lemmini (although thankfully the fall in question happened to be splat distance anyway).
#1180
That's marvellous to hear.  Sorry I've been a little bit absent from the scene - I can't wait to check out the level pack.  I wonder if we can convince RoundTheWheel to do a YouTube walkthrough of it.

I can't think of a good name for the pack as a whole yet, but definitely something that reflects the community nature of it... "coalition" or something.

Have the names of the ratings been decided yet? (200 levels, 7 ratings... 30 levels per rating, but 20 on the last?).  I thought about names like "Fiendish", "Chaos" (a synonym for "Mayhem" and "Havoc"), "Master" and "Challenge" perhaps.
#1181
Unfortunately with my work schedule and an upcoming holiday, I don't have time to go through all the levels for this pack, although I hope it gets completed so it can be enjoyed by others... I'd certainly love roundthewheelrtw to give it a whirl!

One comment I would make about my own level is that I might put "Iron Curtain" on a 'maybe' list, since on Lemmix, Bombers seem to be less forgiving than on Lemmini.  And the same for 'Going Down . . . . .' too, since Bashers, ironically, seem to be less forgiving than on Lemmini due to the way the mesh is structured (and with the intended solution, I think there's a crash risk on Lemmini if you bash too high).

Oh, Tier Drops can be backrouted on Lemmini due to the different behaviour of Bombers on steel areas.  Some of the floor below the one-way wall will have to be made non-steel.
#1182
I dare say, you've got Tier Drops listed twice!  (Once as difficulty 0 and once as difficulty 5).

Wow, some of the difficulty ratings on my levels are certainly lower than I expected!  I think the only two of mine that are missing from the list are Iron Curtain and Ball Bearing.  I'll get around to posting those and their solutions.  Hmmm... what do I want to test?  Can I take a look at BulletRide's levels (I don't have any of them on my system)?

EDIT: Here's Iron Curtain and Ball Bearing and their intended solutions.  Ball Bearing has been modified slightly so the central column looks a bit less truncated - hopefully it doesn't hint too much at the solution.  Going by Akseli's difficulty ratings, it's probably 2 or 3.

Oh, I'd like to change my recommended music on Ball Bearing to Lemmings1... it's not ominous enough to be Tim8!

To fill in the blanks on where my levels come from:

Eeny, meeny, miny... OH! - 5-10
Blast Furnace (part two) - 7-1
The Final Countdown - 6-10
Lemming Cathodes - 0-3
Build it up with iron and steel - 6-8
Floater's Round - 0-9
Going Down . . . . . - 9-7
Iron Curtain - 9-3
Ball Bearing - 3-3
#1183
For difficulty I tended to go for a 1-5 star system:

* = Fun, early Tricky
* * = Late Tricky
* * * = Taxing
* * * * = Mayhem
* * * * * = SUNSOFT

Maps fairly well though... I suppose "6" would be super-hard for the Bonus/Challenge set, right?  Mind you, like with the foot ratings of DDR, they were downgraded over time as players overall got better!
#1184
Thanks for the reassurance, Akseli - I know I coined the word 'backroute' independently from anyone else, but I'm not sure if I was the first or not - I didn't want to blow my own trumpet!  I did add the entry to the urban dictionary though, admittedly before I learnt about the more generic term "sequence breaking".

I am very much a perfectionist unfortunately - it is a character flaw of mine.  Privately I might tell you the reasons behind it.  Anyhow, let's take a look at that list on page 5... do we just modify it with our blessing or rejection and comments and put them here as attachments?  Admittedly I may be answering "mmm" instead of "yay" or "nay" for levels that are okay, but probably not a first choice (e.g. my "Iron Curtain" level, while good looking, is a bit painful in Lemmix because it uses walking bombers quite heavily and is a bit more unforgiving compared to Lemmini).
#1185
I've probably thrown a spanner in the works with my late arrival - how will we vote for and arrange the levels into distinct ratings?  I dare say, I wonder if we can convince roundthewheelrtw to give it a whirl and give his input.