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Messages - Crane

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961
Levels for other engines / Re: Revenge of the Lemmings!
« on: November 03, 2014, 12:20:02 AM »
Personally I'm not a huge fan of the Bonus rating because of how cheesy it is in places (although Clay Man got a laugh from a friend when I first showed him the Digger/Blocker trick!).

I definitely support the idea of a difficulty rating between Picnic and Hootenanny, maybe named "Devious".  Heck, maybe "Lemming Cathodes" can demand 100% again if placed there!

It is definitely an option to add easier versions of harder levels to fill spaces, as DMA did it with the original game, although we shouldn't overdo it.  I think GARJEN04.DAT of my levels were Fun/Tricky-rated so you might find some things in there.  I vaguely remember "Element" being a fairly tricky level because, besides having 10 of everything, you have to do some awkward building and bashing between some curving pillars.

Or we can have a voting contest again on what to put in Picnic and Devious.

Regarding "Clonic Inferno", I made mention of the backroute because Pieuw made the comment that it's way too easy to be the last level of Frenzy.

962
Forum Games / Re: Ask a stupid question, get a stupid answer!
« on: November 02, 2014, 12:41:17 PM »
A: There would be a lot of broken windows in London!

Q: Why the blue onesies?

963
Forum Games / Re: Ask a stupid question, get a stupid answer!
« on: November 01, 2014, 01:19:11 AM »
A: They end up infesting New York City, along with Slimer, after Bill Murray's ghost containment system is deactivated by the EPA.

Q: Why do lemmings have green hair?

964
Forum Games / Re: Ask a stupid question, get a stupid answer!
« on: November 01, 2014, 12:47:11 AM »
A: The universe would implode or you get something like this!

Q: Where do lemmings go if they fall off the bottom of the screen?

965
Levels for other engines / Re: Revenge of the Lemmings!
« on: October 31, 2014, 01:08:32 AM »
From IchoTol0t's playlist... I sense this might be a backroute:

https://www.youtube.com/watch?v=4dfBD-BZiNM&index=90&list=PLKR1N9oJTTlJc4yCh5nRL0pxylTVeAUBm

Quote from: Spoiler
My solution involves both climbers being on the same side and the blocker and bomber being applied to a single lemming on the other side.  I can't be sure if my solution is intended or not, but it looks plausible considering it breaks the level's symmetry, which I assumed was designed to throw players off, especially as it's the last level of Frenzy.

That is, for one side, a climber exits the pit and builds across the first gap, but is forced to turn around, at which point he eventually finds his way to a flamethrower.  The second climber then builds across the second gap to the exit, then the horde can build themselves out of the pit.  For the other side, lemmings immediately start building out of the pit, and a blocker is placed on top of the steel plate while letting one lemming pass.  This lemming then builds across the two gaps to the exit, and then the blocker is bombed.

Fernito, if the solution in the video above is indeed a backroute, then a fix would be changing the left wall of the pits into steel plates, so a bomber can't blow a hole in the wall.

966
Levels for other engines / Re: Revenge of the Lemmings!
« on: October 30, 2014, 08:26:53 PM »
Okay, I've patched backroutes in the following levels:

- The Final Countdown
- Nemesis
- Oil Refinery

And Pieuw, I took your comment regarding "Build it up with iron and steel" to heart.  The original version as played in CustLemm isn't so nightmarish because you can stretch bridges a lot more, but in Lemmini it becomes very difficult.  As a result, I have narrowed the chasm slightly so the difficulty of execution is a lot fairer.  Hopefully that means all my levels are now neutral or above in your feedback form!  I've sent möbius a ZIP file with the changes.

Crystal Caves isn't really a skill level as such, more of an "adventure level" as Proxima put it.  It was meant to give an air of "classic Mayhem" with the 9 minute time limit, limited skills and the fact it gives you 20 bombers despite it requiring 100% to pass!

The original Blast Furnace as included in this pack is very backroutable, but it does have a charm about it (and it's a level I'm fond of because I first designed it on paper back in 1994 when I was only 8!).  My solution to patching them was to make a "Blast Furnace (Part Two)" that meant you had to really take a roundabout route, but that level didn't make it into the pack.

P.S. My absolute favourite level in Revenge of the Lemmings is Armageddon 29: "Duality".  I think the solution is absolutely beautiful and is actually the reason behind my choice of music for the level (p7).

967
Levels for other engines / Re: Revenge of the Lemmings!
« on: October 30, 2014, 07:06:08 PM »
Ooo, crumbs.  Yeah, some backroutes I need to patch there!  Nice finds.

968
Level Design / Re: Few questions to level designers
« on: January 24, 2014, 07:42:13 PM »
Time limits are an interesting one.  Personally I'm quite a fan of 1-minute and 2-minute levels, as they can give a bit of an "oh hell" or "that's impossible!" feeling.  For example, seeing the 2-minute time limit on "The Fast Food Kitchen" (it's 3 minutes on the DOS and Windows versions) really made me think "there's no way!", but it is perfectly doable if you do both sides at the same time, and it becomes more of a multi-tasking challenge than a time crunch, but you actually NEED the time limit to enforce the multi-tasking.

Bad examples of tight time limits are where a long and convoluted solution is made even harder by only allowing a few seconds of leeway, which can be unfair if a failure occurs simply because you didn't blow up the blocker sooner, and also runs the risk of a porting failure because the exact time limits vary between versions (you lose about 3 seconds waiting for the trapdoors to open, but this isn't always the case).

There are times where you can justify a tight time limit even if it doesn't play an obvious role, like the example above.  To blow my own trumpet, for my "Faithful Friends" level, the correct solution leaves you with only 3 seconds, but you only run out of time if you are far too over-cautious with the digger or you let the rightmost lemming fall into an enclosed pit (at which point you can't solve the level anyway), and for "Sharing a Climber?", the correct solution leaves only 1 second on the clock, but it's only possible to fail if any lemming other than the first one out is made a Climber.

A good rule of thumb, I find... if you have quite a long level, make sure you finish it, on a bad day(!), with at least 45 seconds left on the clock; if it's tighter than this, consider adding an extra minute unless you are already up at 9 (in which case the level may be too long!).  For short levels, it's up to you, but make sure you can justify the time limit.

For more general advice, start small.  Many of my first levels filled only a single screen and had very little in terms of superfluous decoration, but at least two of them were good enough to include in the "Revenge of the Lemmings" pack at the expense of my larger, more ambitious levels, even though they are the best part of 12 years old.  Smaller levels are much easier to debug and give you a lot more room to experiment with clever tricks.

Oh, and here are my personal dos, don'ts and general advice - some may be a bit complicated and won't come into play until you become more proficient, so don't worry too much if you don't understand them all:

- With the exception of crushers hidden in the ceiling, don't bury traps in the terrain unless it's obvious that it's there.  This comes off as very unfair and a seasoned gamer will know you only placed them there to prevent a backroute, where something like a steel plate would have been more justified.

- Don't mark normal terrain as "steel", and don't place steel plates without a steel zone to complement it.  This is very unfair and illogical.

- On most tilesets, the exit comes in two parts: a static door, and an animated flag or torches to go on top.  Only the static door actually functions as the exit, but make sure you remember to put in both and line them up correctly, otherwise it won't look right.

- On some versions, objects with an index equal to or greater than 16 won't interact with the lemmings, so be aware of this if your level has a lot of water, say.

- If you have multiple trapdoors, the order at which Lemmings drop out of them depend on their index value, so make sure they are ordered as you desire.

- Avoid having more than four trapdoors if you can, because not all versions support more than four.

- Be careful when using three trapdoors, as some versions have two lemmings exit the second trapdoor for every one lemming from the others (i.e. ABCBABCB instead of ABCABC).

- Limit your level's dependence on precision bombing (using Bombers without Blockers), or if you must use it, make sure there's plenty of leeway, otherwise it just gets annoying.

- Don't make a level that relies on glitchy behaviour to complete; for example, a lemming climbing through a gap where logic should indicate he hits his head and falls.

- Don't give objects a negative Y-coordinate (partially off the top of the screen); this can crash the game sometimes.

- Avoid situations where a basher needs to bash near the top of the screen, or worse, partially off the top of the screen; this can crash the game sometimes.

- Make sure you understand which traps kill all lemmings on contact, and which ones only kill the first one that encroaches it before having to reset.  Generally, traps that are always in motion (namely water, the shredder traps in the Marble tileset and the flame-throwers in the Fire tileset) will kill everyone indiscriminately, and those that are sitting dormant will only kill one at a time.

- Be careful when being precise with splat distances, as the critical height can vary between versions.

- Try not to do long builder levels - this gets boring very quickly!

- Try not to make it obvious where you've patched a backroute.  Sometimes this can't be helped, but you always get extra marks for having a level that looks seamless and pretty without obvious patch-jobs.

969
Contests / Re: Level design contest #3!
« on: January 21, 2014, 09:12:20 AM »
I'll have to dig up the results I gave for the maps.

One slight question... how is "originality" scored? Is it an original appearance or solution? It just seems a little vague (plus one person only gave me a 2 for originality, so I'm wondering what I did wrong!)

970
Contests / Re: Level design contest #3!
« on: January 19, 2014, 11:03:11 PM »
I had the most fun level - I can live with that!

971
Lemmings Main / Re: Worst Graphics style
« on: January 18, 2014, 05:31:40 PM »
I never really played with the Oh No! More Lemmings tilesets until recently.  Truthfully I like them all, although I do feel that Snow is somewhat 'boring' in a way.  Bubbles is a pretty surreal tileset that is fun to play with, but I dislike it from a design standpoint because of the lack of steel pieces.  Brick is good for making 'precise' levels, but the awkward trigger areas can be problematic.  Rock is the 'Dirt' of Oh No! More Lemmings, and has quite a ghostly beauty about it - has a fairly unique take on water too.

Though I'm late to the party, my favourites are Crystal and Marble, for different reasons:

- Crystal: Has a dark beauty about it and is kind of 'peaceful' in a way.  I absolutely loved making Crystal Caves out of it!  Hard to make precise levels though and the lack of 'dead zones' outside of water make things tricky sometimes (although Crystal isn't unique in this problem).
- Marble: A very nice tileset from a design perspective.  Very easy to make pretty-looking levels out of it, and the shredder trap is such a compact and versatile 'dead zone' to keep Lemmings away from where they shouldn't be.

972
Levels for other engines / Re: Revenge of the Lemmings!
« on: January 18, 2014, 05:24:10 PM »
I'm glad you like Prize Catch's appearance so much.  You can sort of tell which of my levels are old and which are new, as my more recent designs I try to make as beautiful as possible, whereas the old ones were more spartan and functional.  Your solution is actually a backroute that has already been patched in the latest version (the first release accidentally used an old version of Prize Catch)... the latest version has steel plates all along the top under the trapdoor, so it's impossible to dig out the blocker.

973
Levels for other engines / Re: Revenge of the Lemmings!
« on: January 16, 2014, 11:06:09 AM »
The higher fall distance might explain why The Final Countdown doesn't work the way it is intended to in the Lemmix version... the level was designed in CustLemm.  Curiously, it works fine in Lemmini.

974
Forum Games / Re: Ask a stupid question, get a stupid answer!
« on: January 12, 2014, 10:36:37 AM »
A: The same way have four and twenty blackbirds baked in a pie.

Q: What happens to the lemmings who get caught in the vacuum cleaner traps in the bubble tileset?

975
Lemmings Main / Re: Tileset ideas thread
« on: January 12, 2014, 08:37:10 AM »
One idea that I had for a while, but I don't know if it's too similar to the Marble and Brick tilesets, is an Industrial theme, so things like, for example, water being a yellowish chemical, the exits have spinning orange hazard lights instead of flame torches, and traps include retracting circular saws akin to Indiana Jones and the Last Crusade and ceiling and floor-mounted flame jets (their horizontal range is limited so they would fill a similar function to shredder traps), for example.

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